The AI makes them bank and roll unpredictably through flak and point defense like an ace pilot, significantly boosting the likelihood of them reaching their target. This page was last edited on 6 August 2018, at 14:35. Still learning combat and I thought I had decent missile defense. Archer’s, Shiva’s and Fusion Rockets are researchable after Missiles V (Marauder Missiles) All weapons are in Engineering research. were fair with missiles at all. ago. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It's really strong, very generalist, and the AI absolutely does not know how to handle 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. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 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 . C. I’m not familiar with any sci-fi equivalent, the name is entirely vague and non-descriptive, and honestly, the quantum. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Fusion Missiles are Missiles T2. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. You chose to defend yourself against the raiders and weaken yourself as a result. You want cruisers with 3 aux slots, and fill all of them with afterburners. 6+) For those unaware, the "~" command will bring up the console. Marauder raid request always busy. Set your ship's computer to artillery and auxiliary slot to Afterburners. EN-Torp Evasion tank, anti-shield. 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. I gives the Bastions Whirlwind missiles rather than marauder missiles. Missiles feel really hit or miss. CryptoAlso, what works better with corvettes, marauder missiles or devastators? Marauder missiles seems to have 40 evasion Torps: AI does not amass corvettes (except early game) and tracking computer provides enough evasion against everything else. Pay especial attention to Moderation Posts in the colour yellow. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. These missiles inflict decent damage to. So here we get a CtH of 75 - 8 = 67%. 0 version now available Fixed Turrets 1. MelEkara • 8 mo. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I'm wondering how to assess my fleets' performance in battle. Autocannons are 10/20/30. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 8 (applies to 3. The go-to way to use Whirlwinds is part of a balanced Battleship build. Since 3. Business, Economics, and Finance. OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and the new frigate. 1x Tachyon/3x Large Marauder Missile/2x Medium Marauder Missile won every fight, losing an average of 46 out of 160 ships. ) from Halo. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. 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. I was wrong. Only has G slot chassis. 971 DPS), a clear win for the missiles. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. See moreThis page was last edited on 14 October 2017, at 11:01. 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. 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 . This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. 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. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. I think they might have higher evasion too, but evasion tends to become irrelevant on missiles since neither can get enough to overcome good tracking. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Business, Economics, and Finance. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. This means that there's a 67% chance of the shot connecting and doing damage. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. 35 DPS) and 65% of torps (5. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. That said, Marauders waking up at 2300 is not impossible to beat. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. I figure that Torpedoes are easy to shoot down than missiles so a majority of the time your torpedoes don't reach its intended target if the enemy is pd heavy. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. The Great Whetstone. I don't fully understand it either, and that's after 150 hours of play. 6 also includes new galaxy shapes to explore, new story events, a new. 0 (Actual),. Use PD, shield, and shield hardeners. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. 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'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. But speaking about evasion, a picket computer can go a long way to solve that issue for the torpedo ship, which is why I'd recommend using that instead of the torpedo computer that the game is trying to push on you. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. *. turn "Marauder empires" to off in the galaxy creation thing. But Devastator torpedoes have 16% higher average damage than Marauder Missiles vs non-evasive targets and +260% damage per volley. Summoning events. 0) 100: 25%: 14. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. The kinetic kill missile was so fast it evaded point defense and was extremely fast. In singleplayer you can just mass these, the AI will never counter them. 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. Accuracy describes how good the weapon is at firing at an enemy ship in general. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. But speaking about evasion, a picket computer can go a long. How do you use missiles in. - Swarmer Missiles: Range from T4 - 5. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Just give players ability to customize the game from "easy-mode" to "nightmare" without forcing other side to play exact your vision of Stellaris - and everyone will be happy. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. The range changes make mass drivers better than autocannons as well (assuming you start at range). If you keep a healthy stock of minerals/energy/food they can be easily bought off. 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. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. Stellaris: Our Ship. Swarmer missiles can. For those unaware, the "~" command will bring up the console. Missiles feel really hit or miss. Sure, maybe some of them operate this way (and are more "civilized" & "advanced" and thus dangerous), but I'm fairly sure that in many other Marauder collectives there is no such "raiders high command", overarching "organization" or whatnot (IMO, also evidenced by being replied to on comms by some random mob-elected Marauder representative who. Add a Comment. . Energy torpedoes do not ignore shields. I've found having a balanced fleet comp works best. Viable for their purpose, yeah. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was playing a game of Stellaris with two friends. U. If you have any questions or ideas, please feel free to leave a comment. C. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. . tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. 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 . Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. They deal "better" damage than torpedoes (their. Marauder missiles are currently the best non-crsis guided slot weapon in the game. 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). How to Beat the Scavenger Bot in Stellaris. 110ish. Embarrassingly, I'm still a hefty novice when it comes to ship design. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take out ships reducing the other fleets first strike capability. 0 unless otherwise noted. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Stellaris. Missiles are only better in a 'missile corvettes fighting torp corvettes' theoretical scenario. The technology [anti-ship ballistic missile] that may appear when researching vanilla missile technologies (marauder missile, destructive torpedo) is a prerequisite technology for interstellar ballistic missiles. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. Missiles have a very long range, and out-range most weapons early on. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Caesitas Technological Ascendancy • 6 yr. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. Weapons. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. 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. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. . Explicitly prevented various scripted solar systems from spawning inside Marauder territory. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Thread starter Magnificent. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. So yes, Whirlwind Missiles definitely are too good. Huge alloy production is a must to reinforce fleet casualties. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. The farther the missile has to travel to its target the more time there is for it to get shot down. In 1. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. You go to ship customization and go to the tile to change its loadout. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. Showing 1 - 14 of 14 comments. More tech that increases missile speed and grants missiles evasion chance would mean they can at best reduce damage from them. By comparison, even a basic space torpedo can do that much without any bonus at all, and a devastator torpedo can't ever do less than 275 (unless it has penalties). Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. So on my two latest games, spawned next to Marauder empires. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. S. 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. Use swarm computer and Afterburner. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Marauder Missiles deal 14. 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. 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. That means to you can load up battleships with them. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 66 comments. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. and have 30 range. Torpedoes are slower than missiles and have worse range. Keep in mind that the Marauder Missles don’t have too much armor damage and are prone to Artillery strikes, so that’s where the next interaction about the Corvettes comes in. C. Point Defense is 8/-/20. Content is available under Attribution-ShareAlike 3. 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. On paper their weapon stats make them the best weapon in the game. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. I was wrong. Interceptors with. Point Defense is used to fend off Rockets. Missile Defense. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. 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. Stellaris. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. In general, missiles are risky as they are easily countered. Missles are ONLY bad because the god damn ships charge straight into close combat. Reply . 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. The equipment itself is ok, offers a bit of variety. 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. 110 1x Tachyon/4x Large Marauder Missile with 50 1x Tachyon/1x Large Marauder Missile/2x Flak/2x Interceptor/2x Small Marauder Missile won the one fight I tried, losing 45 out of 160. Marauder Missiles: Average cycle time: 128. The Cruise Missiles tech is available right after Marauder Missiles. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Stellaris Dev Diary #300 - Happy Anniversary! 3. Now (3. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. I can design the defense platforms and pick what weapons they have, thats fine. 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. As a fan of missile weapons in Stellaris since, well, 1. . It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. Artillery computer. Finally are the trade fleets that float around and try to make deals. High evasion fleets neuter missile fleets compared to traditional weapons. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. This is so effective that ~40k fleets 1:2 destro/cruiser. They have 100% accuracy and decent Tracking, but their projectiles. I'm wondering how to assess my fleets' performance in battle. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Defenses should be 1 shield, 2 armor with advanced afterburners. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. So don't take an even fight there? 99. Cruise missiles are. (Marauder Missile): Fuck if I know. CryptoFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. (Ship count, as distinct from fleet power. In addition, vanilla technology [Mega Engineering] and [Colossus] are also prerequisite technologies for advanced mod added. 2. moved to Stellaris . 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. Decreased Missile Accuracy from 100% to. Plasma cannons used to be the best, but now after testing, gamma did much much better. Not to mention you have far fewer missile slots than pre-2. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). Catteraine said: 5. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. 例如:“异种保护区”(建筑)的特殊说明请在. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. Devastator Torpedoes. Still unsure how to fit it in my ship designs. 概览. It has great range, and with 3 Afterburners can be reasonably quick. It's. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. . I have played. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. Run pure battleships with tach lance and 2 flaks (a large portion of prethoryn damage comes from missiles and strike craft). Compatible with Stellaris Ver. ago. Stellaris Real-time strategy Strategy video game Gaming. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. They deal "better" damage than torpedoes (their. I was wrong. 0 changed missile slots, pre-2. I run a general rule of 1 Swarmer for every 4 regular Missile. First I'd like to commend the new Marauder missile system. Enjoy the game!. 8 "Gemini" and Galactic Paragons. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. EN-Torp Evasion tank, anti-shield. 0. Check out this mod and modify your Stellaris experience. Enclaves are more like a local feature than an empire and thus have no sliders. either they will annoy you until you finally take them out, or they will unite and take over the galaxy while you just sit there akwardly doing nothing. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Cloaking devices deactivate your shields. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Missiles could use a speed and range buff. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. CryptoI'm wondering how to assess my fleets' performance in battle. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. 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. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. I think they might have higher evasion too, but evasion tends to become irrelevant on missiles since neither can get enough to overcome good tracking. 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. The new tactic is a combo of combat AI, missiles, and movement speed. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. A new Stellaris update 3. 1. “Listen up you grunts! The time for endless looting, plundering and raiding has ended! I am Great Khan Swubu. Rockets (Marauder Missiles or Nuclear Missiles etc. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). I since switched to marauder missiles and had a much better time. 拾荒者机器人( Scavenger Bot )是《群星》中的一种守护者太空机械,需要安装DLC遥远群星才能够出现在游戏中。. Learn more about U. Horde crisis after about 100 years, roflstomped the whole galaxy. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Things coming 3. It's a wall of text if you like the details, but there's a TLDR at the end if you prefer. But how do I decide if a given ship design is performing well? How do I. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. In my game they had multiple 15k fleets in their systems before even having the Khan event start. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. Marauder Missiles: tech_missiles_5. 4) Missile variants - easy to fighting off hell alone with a plastic spoon This is the best one. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. [deleted] • 6 yr. A marauder missile will be destroyed in 2 hits on average from PD. As long as you properly strategize your fleet, you can have alot of fun with this weapon. #4. 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. 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),. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more ♥♥. 0 unless otherwise noted. I honestly think they're ok. 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. The only somewhat decent archeo-weapon in my opinion would be the T-slot weapon with half the perdition beam range but double damage, the P-slot "tier 4 point defense" which is overall just better than the Guardian PD, the S-slot missile swarm because it ignores shields and armor, despite having half damage of marauder missiles. They also come with built in PD, which allows them to mitigate their torpedo weakness. This page was last edited on 6 August 2018, at 14:35. That'll get you the best fleet for killing things that aren't other corvettes. *. High evasion fleets neuter missile fleets compared to traditional weapons. Use swarm computer and Afterburner. Something that is puzzling me in 2. 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. Marauder Missiles----- 这些最尖端的导弹配备有限程度的人工智能导航,极大地提高导弹追踪目标的能力和表现。. This ship design is very high value, and. 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. I'm a veteran of Stellaris, playing since super early days. First I'd like to commend the new Marauder missile system. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. Reply. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. - 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. 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 . For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. Instead it throws a mixture of every tech available to it on its ships. If someone hires them and you can't counter them, you just have to take it on the nose. 7. 65: 26: 86-114 (100.