Stellaris marauder missiles. This ship design is very high value, and. Stellaris marauder missiles

 
 This ship design is very high value, andStellaris marauder missiles  Enjoy the game!

This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Each of the sliders effects only its own category. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. In singleplayer you can just mass these, the AI will never counter them. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Cheats. May 10, 2016 790 1. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Plasma cannons used to be the best, but now after testing, gamma did much much better. Decreased Missile Accuracy from 100% to. 2 shields, everything else in armor. But Energy Torpedoes + Plasma is also a valid choice. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Devastator Torpedoes vs Marauder Missiles. Pound for pound, your missiles get through even hard counters early game and my goodness is it funny. Frigate - new ship, between Corvette and Destroyer, missile/torpedo boat. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. The go-to way to use Whirlwinds is part of a balanced Battleship build. Related Topics. Compatible with Stellaris Ver. Reply . Would outfitting some cruisers with Fighters and flak make a difference or just go with more. . 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. First I'd like to commend the new Marauder missile system. 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 . Still learning combat and I thought I had decent missile defense. 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. and marauder missiles in the rest (small slot only). 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. If that's a force of 60 Battleships, you'd need 840 PD shots to shoot down a single volley of missiles. So it's just a constant sink. 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. Missiles currently in my opinion are not up to par with kinetic and energy weapons. 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. 0 unless otherwise noted. Still unsure how to fit it in my ship designs. 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 . An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 0 unless otherwise noted. ☠] > Discussions This item has been removed from the community because it violates Steam Community & Content Guidelines. honestly youd probably get better missile results if you had a few whirlwinds mixed in. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. I get lasers and such via debris but don't care because I never use them anyway. Be aware that Asteroid Catapult can only be acquired from the Great Khan flagship, so you only get two shots at taking it! Marauder Crews do not know how to use combat computers, so they just have their drunk crews do the calculations. They also come with built in PD, which allows them to mitigate their torpedo weakness. I find it weird how missiles are treated in Stellaris. Still learning combat and I thought I had decent missile defense. Space Torpedoes are Torpedoes T2. 15 dmg @100 range, 2x L Plasma Cannon at far less range of 80 is 16. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. 0 version now available Fixed Turrets 1. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. since they fire and fly. Stellaris’s ship design has undergone massive changes with patch 3. CryptoI'm wondering how to assess my fleets' performance in battle. My. 6 is now available on PC. They are good at nullifying most attacks against stationary structures. Early game bonuses are meant to be leveraged as well; Stellaris is not all just waiting for battleships with the most optimal layout to then begin taking over the galaxy. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. Stellaris > General Discussions > Topic Details. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. 20 cruisers whirlwind missiles x 5 Missiles x2 Afterburner Artillery computer. I was wrong. 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 . If this is a battleship, arm it with a Quantum Destabilizer as well and watch those torpedoes rek everyone. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. S. 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. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Use swarm computer and Afterburner. Marauder Missiles. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. ( stellaris noob) i dont have dlc so idk if that contributes. #1. Stellaris: Every Weapon Ranked in the 3. Antimatter Missiles: tech_missiles_3. I was wrong. But how do I decide if a given ship design is performing well? How do I. Marauder missiles are currently the best non-crsis guided slot weapon in the game. This page was last edited on 6 August 2018, at 14:35. 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. How does it perform in battle vs regular marauder missiles? 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. It has great range, and with 3 Afterburners can be reasonably quick. Scourge missiles are good against armor and hull and slightly better against point-defense. They deal "better" damage than torpedoes (their. It's a really. Getting traditions. You need a strong economy to fuel the war against the Unbidden. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. 69 dmg @110 range vs Tachyon Lance 17. 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. I was wrong. CryptoFrankly after countless hours on Stellaris I don't have problems anymore figuring out which composition works better against enemies fleet; stellaris' meta isn't so complex. Marauder Missiles: tech_missiles_5. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. So I decided to make the 4th Horde. 6. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Or torps. I since switched to marauder missiles and had a much better time. 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 think it has to do with the missile's rate of fire and tracking. 0 unless otherwise noted. Early game I lean very heavy into missiles, with some anti missile screening. According to the official Stellaris 3. That beast will wipe everything vanila AI capable to throw on you. 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. 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. Torpedo/missile then a carrier section with missiles and a medium swarmer missile section Cruiser ( after i unlock battleship. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Zorro Nov 15, 2017 @ 6:06pm. Marauder Missiles deal 14. All codes for the game: The main list. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Torpedoes have 17. ago. If your concern is battleships and. So yes, Whirlwind Missiles definitely are too good. 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. This is the one essential part where there is a meaningful choice between different options. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. That said, Marauders waking up at 2300 is not impossible to beat. - Swarmer Missiles: Range from T4 - 5. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The biggest gripe I had with combat in Stellaris at launch was the fact that your entire fleet always focused on the closest ship, regardless of what weapons they have. A secondary question is whether I should replace the disruptors on my. There are three weapons that seem to be doing best on Corvettes. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 拾荒者机器人会出现在一个特定的星系中,恒星必定是M型红巨星,有几个个标识"古战场"和"废弃舰船"的废墟区域,整个星系中到处都飘着碎片和一些. 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. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. On paper, that ancient nano-missile cloud launcher looks OP when late game repeatable armor/shield tech is very high with the 100 penetration on all passive defense plus +25% hull damage. This mod adds some weapons used by the United Nations Space Command (U. It is under development and may have unknown bugs. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 0) 100: 25%: 14. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). You go to ship customization and go to the tile to change its loadout. [Late-game]. since they fire and fly. . Use PD, shield, and shield hardeners. Space Stations. ago. In singleplayer you can just mass these, the AI will never counter them. Last edited by MP ; Sep 26, 2021 @ 11:51pm. That's like 7. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. [deleted] • 6 yr. They activate during the mid game and begin to conquer everything they can. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Showing 1 - 14 of 14 comments. if the enemy is strong just check their composition and counter. . Guardian Point Defense have +100% vs armor, but no hull multiplier. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. 6, I know didn't catch everything and some stuff is shortened but I also didn't wanna do this all day. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. As long as you properly strategize your fleet, you can have alot of fun with this weapon. Paradox has basically removed all those stuff from the game. Hull = 0 ---> destroyed. C. It's one step. Paradox has basically removed all those stuff from the game. Missile Defense. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 0 I remember missiles were pretty broken in general. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Finally are the trade fleets that float around and try to make deals. I was wrong. I'm wondering how to assess my fleets' performance in battle. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. (Ship count, as distinct from fleet power. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). If you have any questions or ideas, please feel free to leave a comment. 8, I've played mainly Missile empires, so I put L Marauder Missiles up front. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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. High evasion fleets neuter missile fleets compared to traditional weapons. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Missiles are guaranteed damage against anyone with weak PD screen. I run a general rule of 1 Swarmer for every 4 regular Missile. Energy torpedoes do not ignore shields. Against a FE I had 500 strike craft and 3, literally 3 missiles shot down by pd. Now torpedoes are pretty underwhelming, but missiles can still shred fleets of equal size, even. Hell. I think the new meta for ships makes battleships the best. 6 Combat Re…Basic missiles have good damage, they can also retarget. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. This page was last edited on 14 October 2017, at 11:01. 35 Devastator. 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. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. iirc contingency doesnt have a lot of anti-missile shit but its still there on one of their ship types. The areas they start are resource rich, so they mostly likely migrated to that area. The end of my last game i had 550. It's hilarious, really. 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. 4 damage, straight to the hull, with 100 range. A. Mining Drone Lasers are 20/15/-. Mass Drivers/Disruptors/Plasma are 20/30/40. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It is under development and may have unknown bugs. . The fleet itself was fine but i kept needing to build reinforcements. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. Still learning combat and I thought I had decent missile defense. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. None worth noting. Missile torpedoes ignore shields. On a nice advice, never fight FE ships from long range, they will out damage you. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I gives the Bastions Whirlwind missiles rather than marauder missiles. I think you can become their vassal if you don't have the power to fight them yet. It has great range, and with 3 Afterburners can be reasonably quick. 5 Average damage per cycle: 100 Average damage per unit time: 1. actually they don't even need the kinetic battery to hit because they have longer range and 2x the. New Worlds (Starting). One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. 7. We don’t want the best missiles getting shot by. They do significantly more. N. I've found having a balanced fleet comp works best. 修改完毕后,请刷新上面的文本。 分类: . Being that it is a missile, it can also be shot down by point defense. A study on Missile/Hangars vs Point Defense/Flak in 3. Thread starter Keith_C;. The final essential module is the Combat Computer. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. A secondary question is whether I should replace the disruptors on my. 06 damage to hull. Before Battleships, the only way to hard counter (and I mean winning with a lower alloy fleet cost) missile cruisers without doing asymmetrical warfare is by using Shield hardeners on your own cruisers + using missiles or fighters yourself (to not suffer the annoying hit and run). You need a strong economy to fuel the war against the Unbidden. If you want Missiles in the late game, you pretty much need to go with Missile Corvettes, or better Torpedo Corvettes if you're willing to compromise on that. Stellaris Wiki Active Wikis. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. 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). 6+) For those unaware, the "~" command will bring up the console. As a fan of missile weapons in Stellaris since, well, 1. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. 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. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. By using the artillery AI, cruisers will try and stay away from enemy ships, this causes they to move away and actively evade enemies, staying out of their range. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Huge alloy production is a must to reinforce fleet casualties. Go to Stellaris r/Stellaris. I was wrong. Sliders of marauder strength (just as for other empire types) could solve the problem. Reduced the range of torpedoes. Proton Launchers and Neutron Launchers are not projectile weapons, they are in fact Laser weapons with instant damage. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. ago. 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. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. 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. The new tactic is a combo of combat AI, missiles, and movement speed. 9. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). 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. Business, Economics, and Finance. 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 . I'm wondering how to assess my fleets' performance in battle. Viable for their purpose, yeah. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 这个攻略不够好?点击进入 Item:Component templates/MISSILE 5/doc. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. point defense is so horribly broken that even T1 breaks missiles. This is due to target switching from one strike craft flyer to another prevents PD from being useful against missiles. 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. . 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). Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. 2. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. And any destoyed FE ship is 1 less ship they field overal unless they Awake. 9. AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Currently, once a missile is en route to its target, if that target is destroyed the missile explodes/disappears without hitting anything. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. I think it has to do with the missile's rate of fire and tracking. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our Community. In general, missiles are risky as they are easily countered. Are extremely powerful vs AI. They're looking to be the ultimate missile platform, out of all the hulls. Add a Comment. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Marauders are not a threat unless you make them. ago. 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. They also ignore shields. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Using missiles is a commitment: either you go out of your way to get. and have 30 range. Still learning combat and I thought I had decent missile defense. . Stellaris Real-time strategy Strategy video game Gaming. I was wrong. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. Missiles could use a speed and range buff. But I see so many people saying they're useless. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. I'm wondering how to assess my fleets' performance in battle. ; About Stellaris Wiki; Mobile viewNeutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Rockets (Marauder Missiles or Nuclear Missiles etc. [deleted] • 6 yr. Regular missiles and torpedoes are so good now. Max out speed and tailor your defences to your opponent. Vastly superior to the older, more conventional missiles, they are a massive hit in many ways. Swarmer missiles imo are massively under rated. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. 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. 7, add 25% to hull and 33% from archaeo engineers. List of resources. 0 unless otherwise noted. Yeah the Great Khan is a mid-game crisis so It's usually pretty strong. These include Amor Alveo, Wenkwort, the Caravaneer capital, and. If it'd happened at, say, 2380, or even 2360, you'd have been fine. 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 . A small fleet of derelict [marauder species name] warships was recently discovered in the [border system name] system, not far from the territory of the [neighbor. In my last game, the New Texas Republic Army looked liked the UNSC Army from Halo. 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. 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). 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. They do +200% damage to shields. Check out this mod and modify your Stellaris experience. Missles are ONLY bad because the god damn ships charge straight into close combat. 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. Stellaris. It is under development and may have unknown bugs. I was wrong. In 1. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s only 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 . 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. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Normal missiles are to be used always. Point Defense is used to fend off Rockets. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥.