0. As long as you properly strategize your fleet, you can have alot of fun with this weapon. 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. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Really love the look of the marauder ships, dose anyone know of any mods that will allow me to equip them as my empire's ships? I know there. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. These are also easily moddable via its file, see #Tiers . In 1. A marauder missile will be destroyed in 2 hits on average from PD. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. Flak Batteries are used to fend off Strike Crafts. Think of corvettes as an expandable screen. Still learning combat and I thought I had decent missile defense. If you don't have shield hardener yet. And as part of Apocalypse, say hello to the Marauders. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. ago. 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. 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. 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. Missiles are good against small agile targets, Torpedoes are good against big slow ones. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. or before, I don't feel that the changes made in 2. It's one step. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Still learning combat and I thought I had decent missile defense. 2. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Point Defense is used to fend off Rockets. Huge alloy production is a must to reinforce fleet casualties. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. since they fire and fly. I just can't see any practical reason to pick missiles, especially in the late game :(Belépés Áruház Közösség. This is so effective that ~40k fleets 1:2 destro/cruiser. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Stellaris technology list and IDs cheat. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. All disrupters. Enclaves are more like a local feature than an empire and thus have no sliders. These IDs are usually used with the research_technology tech ID command. 3. New Worlds (Starting). Marauder missiles do 7. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. The designs are decaying mid-tech and brutalistic, but built using centuries of. Marauder Missiles deal 14. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. Content is available under Attribution-ShareAlike 3. Missiles aren't good against high evasion ships like Mining Drones - they have below average tracking, and are. And I outfitted all my bastions with full missile only weapons, then the A. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 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. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Still learning combat and I thought I had decent missile defense. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. For example, normal missiles deal decent damage against hulls but are vulnerable to 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. It offers the best alpha strike) Missiles are guaranteed damage against anyone with weak PD screen. I was wrong. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. Still learning combat and I thought I had decent missile defense. Swarmer Missiles have good firepower, and can be backed up by a few regular missiles. Also, this is a mod made for personal use, so the specifications may change drastically from. I was wrong. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Stellaris fighting is a big RNG you can help by. well missiles are kinda just the baseline I guess. So yes, Whirlwind Missiles definitely are too good. A place to share content, ask questions and/or talk about the 4X grand strategy…The Marauder Missile has been buffed up to 100 range and now fits in a Small slot, providing an excellent long-ranged weapon to fit inside the Carrier core. Business, Economics, and Finance. use gunboat with Marauder missiles and auto cannon Battleship: focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. I was wrong. Marauder missile + autocannon/disrupter. 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 Dev Diary #300 - Happy Anniversary! 3. They also ignore shields. There are three weapons that seem to be doing best on Corvettes. 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 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. So Missiles for Destroyers and Corvettes, Torpedoes for Cruisers and BattleshipsThe Cruise Missiles tech is available right after Marauder Missiles. 129. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. N. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. That beast will wipe everything vanila AI capable to throw on you. So I decided to make the 4th Horde. This page was last edited on 6 August 2018, at 14:35. Thread starter Keith_C;. It's. Still learning combat and I thought I had decent missile defense. ago. Sounds like you need to up the crisis strength modifier. Marauders Caravaneers Available only with the Apocalypse DLC enabled. 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 . Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. I. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Stellaris Mods Used: Extra Ship Components 3. ago. capable of causing immense damage to the hull of enemy ships. I think the new meta for ships makes battleships the best. 5 Average damage per cycle: 100 Average damage per unit time: 1. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Notes: The table shows the default names/icons of techs. 6+) For those unaware, the "~" command will bring up the console. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. Still learning combat and I thought I had decent missile defense. 90 dmg. Use swarm computer and Afterburner. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. I'm a veteran of Stellaris, playing since super early days. You could use normal missiles for standard attacks. Compatible with Stellaris Ver. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. For example, I can. Fusion Missiles: tech_missiles_2. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Ryika (Banned) Sep 26, 2021 @ 11:58pm. Let me know what you think. 65: 26: 86-114 (100. 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. 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 . In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I don't fully understand it either, and that's after 150 hours of play. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. Cruise missiles are. 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 singleplayer you can just mass these, the AI will never counter them. ): Small, Medium and Large modules. Has the Great Khan already spawned and died? If so, you need to type "clearflag global great_khan_dead" in order to reset the event chain, otherwise new Great Khanates immediately disband because the game thinks the Khan is dead. 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),. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 23 DPS) and torps will be 75% effective (12. By mid-late game you're mostly using corvettes for anti piracy and fast response anyway, so build is largely irrelevant, but swarmers are a great counter for fallen empires, l gates and prethoryn, so switching to swarmers early can be a good way to save alloys on refits later. Stellaris Ship Design Guide 2023 [3. 0) 100: 25%: 14. Stellaris > General Discussions > Topic Details. 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. 5. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. which ones are better a huge amount of defense platforms or a few Inon cannons. . 9. SuperluminalSquid Technological Ascendancy • 3 mo. 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 . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 375 DPS to hull. if the enemy is strong just check their composition and counter. In times long past, 4. 06 damage to hull. . Space Stations. Plasma + autocannons. Nano-Missiles are only good in theory. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. The Cruise Missiles tech is available right after Marauder Missiles. 0 version now available Fixed Turrets 1. Probably artillery is better. No, not really. It offers the best alpha strike)Missiles are guaranteed damage against anyone with weak PD screen. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. X. ago. MelEkara • 8 mo. 2. 387K subscribers in the Stellaris community. I was wrong. 例如:“异种保护区”(建筑)的特殊说明请在. 10000. Pyrosauria. 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 . Hell. This is a losing exchange. 18 votes, 13 comments. Now regular missiles are much easier to suppress, and you definitely can counter them with Picket Destroyers. This is a powerful combination of long. 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. Artillery Computer will let it use that speed to keep its distance. On paper their weapon stats make them the best weapon in the game. No custom sounds or projectiles (yet?) as I have no idea how to. 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 . 8 (applies to 3. Ex: the missile tiles spawn 2? missile batteries. ago. Stellaris’s ship design has undergone massive changes with patch 3. All rights reserved. It's quite effective against large targets and. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Guardian Point Defense have +100% vs armor, but no hull multiplier. A graphical* mod that replaces the default Marauder models with something more fitting their style and lore. 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. Or torps. So imma tell you my situation, I’m conquering this inferior empire and then I go into a head on fleet battle, I have a 200k fleet 8 Battleships and 140 marauder missile corvettes and the enemies 80k fleet of miss matched ships with half of them having final tier weapons and only a handful having tier 1 point defence, and then we fight and near the end of the fight, my fleet whittle down to. The reason is that Called Shot boost. Business, Economics, and Finance. It's a really. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Still learning combat and I thought I had decent missile defense. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. Each tactic also gives a small bonus to firing rate and one other stat. A study on Missile/Hangars vs Point Defense/Flak in 3. Marauder Missiles Tech. Torpedoes have 17. How about a tachyon lance or 2, a couple of kinetic artilleries (gauss cannon isn't even the best kinetic weapon, let alone the best damage doing weapon - tachyon lances do 1. 6 combat rebalance against powerful torpedo and carrier f. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. This mod adds new ship class that Interstellar Ballistic Missiles(IBM) with Colossus-class weapons that move at ultra-high speeds and damage planets or the entire system, OR MUTIPLE SYSTEMS. 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). That's like 7. For battleships, the current most effective build seems to be Giga + 5x KA, as those weapons heavily benefitted from the targeting changes (they are now less. 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). Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. I was wrong. 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. 99 Badges. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. They're not good for "tanking" PD away from your other missiles. I'm not even remotely good at the game (Ensign is till a bit of a struggle for me), but I've gotten better at the game over time, and felt like this could be a good way of getting a. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Stellaris > General Discussions > Topic Details. Since 3. if the enemy is strong just check their composition and counter. S. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. It was my understanding that…Stellaris. 70 corvs with psionics leader, t3-4armor/shields t3 disruptors and marauder missiles can be 30k fleet easily, and i usually run 1/3rd-1/2nd of the fleet pd corvs #2. Ship design can be confusing, auto design is less desirable which leads to costly retrofits Combat calculation can be offFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. Lore question, are Marauder empires failed Fallen Empires? They start with a lot of tec pregame, and the galleon has more hull points than any other class while it has a near 50% evasion rate, which is insane for a capital class ship. and have 30 range. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Although many people may say that missiles are expensive and not mass-produced, obviously, people have forgotten this thing, Menacing corvettes. Reply. A cruiser has 1800 hull, and up to 2920 shields with t5 shields. C. Late game, my corvettes have 1 autocanon and 1 marauder missile fitted to them. Still learning combat and I thought I had decent missile defense. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Missiles are 26/36/46. 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 . There are three weapons that seem to be doing best on Corvettes. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 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. Missiles have very long range compared to other weapons of. 69 dmg @110 range vs Tachyon Lance 17. The Great Whetstone. Fusion Missiles are Missiles T2. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. There no realistic reason to ever switch to anything else. 5. They have very low DPS. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only 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 . I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. I just can't see any practical reason to pick missiles, especially in the late game :Still learning combat and I thought I had decent missile defense. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 11 average damage and small disruptors do 4. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. Magnetic Accelerator Cannon (M. Due to their low fire rate and worse AP, scourge missiles aren't really better than marauder missiles, even if they are a little better against PD. May 10, 2016 790 1. Not to mention you have far fewer missile slots than pre-2. This has a bit of issue. Whirlwinds have 30 hull and 15 armor. Go to Stellaris r/Stellaris. Computer should be swarm then picket once you can get 90%. Marauders Caravaneers Available only with the Apocalypse DLC enabled. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Next time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. I was wrong. that may appear when researching vanilla missile technologies (marauder missile, destructive. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. These missiles inflict decent damage to. The Great Whetstone. The Unbidden doesn't even have point defense, What. Scourge missiles are good against armor and hull and slightly better against point-defense. Plasma cannons used to be the best, but now after testing, gamma did much much better. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Use PD, shield, and shield hardeners. 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 was wrong. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. I was wrong. #4. And if spammed, point defense cannot even compete. Front missile slot with swarmer missiles and then 2 marauder missiles and artillery combat computers to just sit back and pelt them with more missiles their PD can handle. All trademarks are property of their respective owners in the US and other countries. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The end of my last game i had 550. They can beat anything except missile corvettes and couple destroyer variants. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. 概览. I was wrong. 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. Missiles currently in my opinion are not up to par with kinetic and energy weapons. For the auxiliary slots i do afterburners. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was wrong. Torp = Neutron torpedoes Miss = Marauder missiles Kin = Gauss cannon Art = Kinetic Artillery Plas = Plasma Cannon. 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. Max out speed and tailor your defences to your opponent. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Zorro Nov 15, 2017 @ 6:06pm. Cruiser VS Battleship. Creating ships. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Learn more about U. This part of the chapter contains detailed information on every type of weaponry available in game. The one that so traumatized the other hordes that one of the hordes still obsesses over them, even after all these millennia. The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Check out this tech tree. 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've found that if you use a variety of missiles with different speeds, they become a lot more effective. 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. This is a searchable and complete list of Stellaris technologies and their IDs. So, I recently started an Ironman playthrough to try and get some of the game's achievements (And because the extra intensity of not being able to save-scum sounds fun). Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. New Worlds Protocol. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. Space Torpedoes are Torpedoes T2. Still learning combat and I thought I had decent missile defense. Darvin3 • 2 yr. Even against a corvette a single Devastator Torpedo does more dps than two Marauder Missiles, though that is ignoring evasion. They do +200% damage to shields. Whirlwinds have 30 hull and 15 armor. Check out this mod and modify your Stellaris experience. I think the new meta for ships makes battleships the best. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. In general, missiles are risky as they are easily countered. 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 . Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. Marauder missiles do 7. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense. 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 No custom sounds or projectiles (yet?) as I have no idea how to make them. For the auxiliary slots i do afterburners. 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. 12. 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. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio.