stellaris marauder missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. stellaris marauder missiles

 
 I have 50 destroyers fitted with flak turrets and that is my fleet’s only PDstellaris marauder missiles  That's the cool thing about shield/armor bypassing weapons

I was wrong. 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. Cloaking devices deactivate your shields. 285. All disrupters. Plasma cannons used to be the best, but now after testing, gamma did much much better. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. 3. SuperluminalSquid Technological Ascendancy • 3 mo. 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. A new Stellaris update 3. Business, Economics, and Finance. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 0 changed missile slots, pre-2. Ballistic: With introduction of UAC, Ballistic is the best weapon as of. Now (3. Missiles fly faster, therefore, they are better at getting through point defence. Embarrassingly, I'm still a hefty novice when it comes to ship design. Right now they can get stuck in a loop, jumping back from a system which will never be friendly. Stellaris Real-time strategy Strategy video game Gaming. As long as you properly strategize your fleet, you can have alot of fun with this weapon. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Yes, even player empires are given an AI personality, which mainly just has an effect on. EN-Torp Evasion tank, anti-shield. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 90 dmg. 5x to Rare Techs is important to draw them early. Compatible with Stellaris Ver. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. 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 page was last edited on 6 August 2018, at 14:35. Recently, I've been using a lot of missile fleets in Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 10000. SuperluminalSquid Technological Ascendancy • 3 mo. Stellaris - Archeo-Engineering does not calculate effects in ship designer. 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. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. ago. But that still means you need 14 PD shots to block a volley from a single Battleship. S. Something that is puzzling me in 2. Now (3. I was raised by the civilized dwamaks, I. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. I was wrong. Still learning combat and I thought I had decent missile defense. 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 . 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. Never publicly comment or answer to a moderation post. The khan himself, though, will warp out as soon as his armor is depleted every time. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. If you're still concerned about using so many missiles you can 50/50 disruptor and missile ships. 0 unless otherwise noted. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. They do significantly more. turn "Marauder empires" to off in the galaxy creation thing. Zorro Nov 15, 2017 @ 6:06pm. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. Paradox has basically removed all those stuff from the game. Flak Artillery: tech_flak_batteries_3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Quantum Missiles: tech_missiles_4. This is the one essential part where there is a meaningful choice between different options. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. A study on Missile/Hangars vs Point Defense/Flak in 3. Go to Stellaris r/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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. (Marauder Missile): Fuck if I know. Content is available under Attribution-ShareAlike 3. Space Torpedoes are Torpedoes T2. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. 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. A searchable list of all technology codes from Stellaris. If you don’t like the missile, then don’t use it. It's a really. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. I'm a veteran of Stellaris, playing since super early days. The go-to way to use Whirlwinds is part of a balanced Battleship build. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. If you keep a healthy stock of minerals/energy/food they can be easily bought off. Still learning combat and I thought I had decent missile defense. 1. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. 1. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. They deal "better" damage than torpedoes (their. Missile Defense. Enjoy the game!. Scourge missiles are good against armor and hull and slightly better against point-defense. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. 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. Archer Missile Pods: Small, Medium and Large modules. I'm wondering how to assess my fleets' performance in battle. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Marauder missiles are currently the best non-crsis guided slot weapon in the game. For those unaware, the "~" command will bring up the console. Paradox has basically removed all those stuff from the game. I get lasers and such via debris but don't care because I never use them anyway. Stellaris: Bug Reports. Energy torpedoes do not ignore shields. 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. New Worlds (Starting). I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. May 10, 2016 790 1. I'm wondering how to assess my fleets' performance in battle. On to utilities - you have a grand total of 10 Larges. 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 don't put any Shields on mine. EN-Torp Evasion tank, anti-shield. Even something fairly trivial like: - Missile (basic) -> extra damage to Destroyer, Cruiser, and Starbase - Torpedo -> extra damage to Cruiser, Battleship, and Titan - Swarmer -> extra damage to Corvette and. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Many of the Empires that can appear in Stellaris have hugely varied beliefs, values and goals, but unlike all but the most hostile Empires that can appear, the Marauders live and breathe conflict. 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. Marauder missiles are currently the best non-crsis guided slot weapon in the game. How to Beat the Scavenger Bot in Stellaris. 0 unless otherwise noted. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. It has great range, and with 3 Afterburners can be reasonably quick. 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. Reply. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. So yes, Whirlwind Missiles definitely are too good. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. I don't think it makes a huge amount of difference, but I've never actually playtested it so take what I say with a grain of salt. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. 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. Still learning combat and I thought I had decent missile defense. I honestly think they're ok. I since switched to marauder missiles and had a much better time. Go to Stellaris r/Stellaris. Still learning combat and I thought I had decent missile defense. 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. 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. The Cruise Missiles tech is available right after Marauder Missiles. 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. 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. Hell. I'm wondering how to assess my fleets' performance in battle. 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 . Stellaris > General Discussions > Topic Details. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 7. It is under development and may have unknown bugs. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. only in theory. Magnetic Accelerator Cannon (M. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. *. Marauder Missiles: 44 0. I'm wondering how to assess my fleets' performance in battle. Now lets assume it gets shot at by a cruiser with 3x t5 marauder missiles, thats about 45 dps, taking 40 seconds to kill a cruiser with max shields and no armor. Stellaris. I was wrong. On a nice advice, never fight FE ships from long range, they will out damage you. 2 shields, everything else in armor. Install Marauder Expanded: Dwamak Editions Mod via Steam. This mod adds some weapons used by the United Nations Space Command (U. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). 35 Devastator. S. As for Corvettes, I think you can just phase them out when you get Cruisers. Missiles are 26/36/46. 9. I was wrong. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 110ish. 6 is now available on PC. . Geared up to be ready for the Khan and instead, right about the time he would have propagated, a neighboring empire conquered the Marauder space. Sliders of marauder strength (just as for other empire types) could solve the problem. Missiles are guaranteed damage against anyone with weak PD screen. 7 DPS and have +25% vs hull for a total of 18. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. 56 17. R5: I’m glad we finally get to make a marauder empire. Guardian Point Defense have +100% vs armor, but no hull multiplier. I was wrong. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Notably they use no strike craft and very few missiles - so picket vessels with PD will be mostly useless. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. 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. Stellaris > General Discussions > Topic Details. I find it weird how missiles are treated in Stellaris. 6 and some little future nuggets. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This melts contingency fleets fairly quickly with minimal losses. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Huge alloy production is a must to reinforce fleet casualties. The Great Khan is the most powerful Admiral in Stellaris, starting at level ten and possessing the unique trait The Great Khan. They deal more damage than Marauder Missiles, get a huge damage bonus against armor, and even have slightly more hull so they're more likely to get through point defense. And I outfitted all my bastions with full missile only weapons, then the A. Only has G slot chassis. This is a large problem if 2 separate fleets come with slight delays to each others. 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. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. The information screen we get afterwards is nice, but I'm not sure how to use that to decide how to modify my ship designs. 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. 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. Rockets (Marauder Missiles or Nuclear Missiles etc. 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%. Torpedo Cruisers have been surprisingly effective for me as a missile empire. Autocannons are 10/20/30. Pay especial attention to Moderation Posts in the colour yellow. 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. Just keep building more until you snowball right over them. 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. So it's just a constant sink. Ascension perks. . 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). This is so effective that ~40k fleets 1:2 destro/cruiser. 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). Transgenic Crops. But Energy Torpedoes + Plasma is also a valid choice. 报警机器人 于6年前 修改了 此页面。. First I'd like to commend the new Marauder missile system. 375 DPS to hull. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. iirc. Instantly gain the edge on your enemies! Even works for pacifists, this was an inward perfectionist playthrough!*many marauders were harmed in the making of. I was wrong. In reality, some missiles will get shot down and most targets have armor, so it. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. Still learning combat and I thought I had decent missile defense. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. 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. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. This page was last edited on 14 October 2017, at 11:01. . 9. Stellaris: Every Weapon Ranked in the 3. 5. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. Set your ship's computer to artillery and auxiliary slot to Afterburners. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ago. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Still learning combat and I thought I had decent missile defense. I think it has to do with the missile's rate of fire and tracking. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Marauder Missiles (S slot) have 7 hull 7 armor. I think the new meta for ships makes battleships the best. N. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. 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. 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. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. List of resources. 0 is the starbase weapons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. I gives the Bastions Whirlwind missiles rather than marauder missiles. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. This Mod Adds Marauder Expanded: Dwamak Editions to the Stellaris Game. Yes, technically. I can design the defense platforms and pick what weapons they have, thats fine. The Cruise Missiles tech is available right after Marauder Missiles. 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. I was wrong. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. That means to you can load up battleships with them. Recently, I've been using a lot of missile fleets in Stellaris. 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. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. 0 version now available Fixed Turrets 1. 0 I remember missiles were pretty broken in general. Common May 9, 2018 @ 1:39am. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. On the mid section, have a mix of plasmas and marauder missiles (for the small ships). 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. 5. If someone hires them and you can't counter them, you just have to take it on the nose. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Things coming 3. 8 (applies to 3. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Lots of sunlight speed bonuses. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. Normal missiles are to be used always. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Swarming also works, though yields heavier losses . all eggs in one basket is always the way to go in stellaris, you can then dock on a 6 shipyards station and quickly and cheaply change the. Go ham. No, not really. Shiva Class Nuclear Missiles: Small, Medium and Large modules. Good range too. Antimatter Missiles: tech_missiles_3. Biggest complaint I remember was that missiles would target a single ship and still be in flight after that ship had already been killed. You chose to defend yourself against the raiders and weaken yourself as a result. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Point Defense is 8/-/20. I'm thinking medium whirlwind missiles across the various ship classes to keep the crowd busy, backed with small and medium missiles for your guns to do the real damage to the corvettes and smaller vessels the whirlwind missiles are flooding. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. 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 . In general, missiles are risky as they are easily countered. 4. I get lasers and such via debris but don't care because I never use them anyway. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. CryptoFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Khan can't hand kiting swarm missile cruisers. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. - Torpedoes: Range from T2 - T4. 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. But how do I decide if a given ship design is performing well? How do I. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Cannons and it prefers kinetic weapons, the chance to select Gauss Cannon will be twice as high as the chance to select Marauder Missiles. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. I don't think it makes a huge amount of difference, but I've never actually playtested it so take what I say with a grain of salt. In my game they had multiple 15k fleets in their systems before even having the Khan event start. 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. So after never even researching fusion missiles in my last ~dozen or so games, I've started a game with the goal of actually using G weapons for the first time since I learned about (a) the ship designer and (b) XL artillery battleships. 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. The Great Whetstone. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 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. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. Still unsure how to fit it in my ship designs. 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. Add a Comment. I was wrong. I was wrong. Missiles feel really hit or miss. 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. Mid I usually go into missiles and fighters, with the remainder being autocannons. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. And if spammed, point defense cannot even compete. (marauder missiles and disruptors). 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. The designs are decaying mid-tech and brutalistic, but built using centuries of. That beast will wipe everything vanila AI capable to throw on you. That's like 7. Stellaris has almost always had a rock/paper/scissors. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Marauder Missile (Quantum Missiles or…) launching three pieces is L weapon slots , launching two pieces is M weapon slots ,and launching one pieces is S weapon slots . Stellaris Dev Diary #300 - Happy Anniversary! 3.