You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. 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. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Each of the sliders effects only its own category. tl;dr you'd get 5 AI empires, 3 Fallen Empires, and 2 Marauder empires. For example, missiles/torps. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. . Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. C. Still unsure how to fit it in my ship designs. All disrupters. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. All Discussions. You go to ship customization and go to the tile to change its loadout. However, the individual names of the ships are Greek-based and Real-World Inspired like the Hyperion, the Bucephalus, the Helios, the Cerberus, Eos, Norad II & III, Huey Long,. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. This page was last edited on 6 August 2018, at 14:35. Corvettes are quick, cheap to build, and smaller but have high evasion. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. Nano-Missiles are only good in theory. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. - Torpedoes: Range from T2 - T4. Content is available under Attribution-ShareAlike 3. 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. Marauders Caravaneers Available only with the Apocalypse DLC enabled. Retargeting will allow for missiles to change course if their initial target is destroyed, and head for another nearby target instead. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Against destroyers,. So it's just a constant sink. have you tried the nano missiles? base damage 4. These are also easily moddable via its file, see #Tiers . Paradox has basically removed all those stuff from the game. 3x DPS and have better/equal range and accuracy) and then spam devastated torpedoes and marauder missiles. 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. C. Reduced the range of torpedoes. Marauder missiles do 7. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. Devastator Torpedoes. 0 changed missile slots, pre-2. Huge alloy production is a must to reinforce fleet casualties. I took the two best fleets built with even resources and tested. I just can't see any practical reason to pick missiles, especially in the late game :(Đăng nhập Cửa hàng Cộng đồng. 7, add 25% to hull and 33% from archaeo engineers. Devastator torp + autocannon/disrupter. They're not good for "tanking" PD away from your other missiles. Now (3. Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. I honestly think they're ok. 15 votes, 14 comments. 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),. 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). 8 "Gemini" and Galactic Paragons. There no realistic reason to ever switch to anything else. Stellaris Real-time strategy Strategy video game Gaming. Then provoke a doom stack to. . The designs are decaying mid-tech and brutalistic, but built using centuries of shipbuilding experience, culture, and practicality. C. 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 Wiki Active Wikis. Embarrassingly, I'm still a hefty novice when it comes to ship design. That beast will wipe everything vanila AI capable to throw on you. In times long past, 4 Great Marauder Hordes reaved the stars. Contents. They're looking to be the ultimate missile platform, out of all the hulls. 3. Ship. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. This mod adds some weapons used by the United Nations Space Command (U. Shiva Class Nuclear Missiles: Small, Medium and Large modules. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. It was my understanding that…Stellaris. #1. 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 if spammed, point defense cannot even compete. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. Biology (Tier 5) Cost: 20000, Weight: 25Still learning combat and I thought I had decent missile defense. Since you lack heavy dps to kill bigger ships with this build adding in cruisers or frigates with torpedoes is also a good idea. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. . I was wrong. MelEkara • 8 mo. 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 . which ones are better a huge amount of defense platforms or a few Inon cannons. and have 30 range. 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 . 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 . 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 cruiser has 1800 hull, and up to 2920 shields with t5 shields. Use PD, shield, and shield hardeners. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Common May 9, 2018 @ 1:39am. Now (3. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. S. Still learning combat and I thought I had decent missile defense. These IDs are usually used with the research_technology tech ID command. In the early game, Marauder missiles can give you an edge but watch out for artillery strikes. I have 50 destroyers fitted with flak turrets and that is my fleet’s only ♥♥. If they mostly use plasma, go heavy on shields. 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. There are 4 'tiers' and the game doesn't call it by name, it's kind of a hidden aspect. Devastator Torpedoes. Not to mention you have far fewer missile slots than pre-2. Sounds like you need to up the crisis strength modifier. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. 7 DPS and have +25% vs hull for a total of 18. Whirlwinds have 30 hull and 15 armor. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. ago. S. 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 . Mining Drone Lasers are 20/15/-. How to Beat the Scavenger Bot in Stellaris. 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. It's hilarious, really. 2. Torp Cruisers are very strong (3x Torp, 4x Marauder Missiles S, 1x Whirlwind Missiles) as are EnergyTorp-Bomber-Plasma Cruisers (1x Energy Torp, 2x S Plasma, Bomber, Flak, PD, 1x M Plasma. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. The areas they start are resource rich, so they mostly likely migrated to that area. These missiles inflict decent damage to. Think of corvettes as an expandable screen. 0 unless otherwise noted. 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. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. . 99 Badges. Ships. Embarrassingly, I'm still a hefty novice when it comes to ship design. 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. Enclaves are more like a local feature than an empire and thus have no sliders. 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. 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 . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. Still learning combat and I thought I had decent missile defense. N. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against), very fast fire rate (just slightly. Since 3. 34. However there is a new classification for specifically “torpedo” weapons which battleships do not have. 795 DPS), a small win for the missiles. Missiles may be fixed in the upcoming balance patch, but they are trash right now. They have very low DPS. I was wrong. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. PD gets helplessly overwhelmed by Cruisers with Swatmer/Marauder Missiles, at least in my experience. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Engineering research#Marauder Missiles Tech. If you don't have shield hardener yet. I. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Alright, so I've been really having fun with the changes to missile mechanics. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. It has great range, and with 3 Afterburners can be reasonably quick. Stellaris Ship Design Guide 2023 [3. 11 average damage and small disruptors do 4. Explosive weapons in Stellaris are powerful weapons that can be used for a variety of attacks. 9. 2 shields, everything else in armor. Stellaris’s ship design has undergone massive changes with patch 3. Ship designer. I stopped using whirlwind missiles because strike craft work better for the same purpose. This is a powerful combination of long. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take. 52 Cruisers with 3x Neutron Launchers and max Marauder Missiles in S slots 5x Battleships with Focused Arc Emitter, Hangar Bay, 1x Plasma This fleet was not very useful against the Unbidden and the Contingency, but I love the idea of it so I ran a few of them. Swarmer missiles imo are massively under rated. for battleships its better DPS-wise but theyre still slow and clunky and cant be replenished midfight iirc. 10000. Those are the main corvette weapon builds. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. That's like 7. Still learning combat and I thought I had decent missile defense. 0 version now available Fixed Turrets 1. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 375 DPS to hull. Swarmer missiles can. 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 a losing exchange. A. 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 . 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). Archer Missile Pods: Small, Medium and Large modules. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Marauder Missiles (S slot) have 7 hull 7 armor. 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. ; About Stellaris Wiki; Mobile viewThe 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. Missile torpedoes ignore shields. 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. . On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. 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. But I find myself confused as to what situations certain kinds of missiles favor which kinds of missiles. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Still learning combat and I thought I had decent missile defense. What is a good fleet composition against these guys? They seem to be incredibly versatile overall since they use Lasers (high armor penetration) and…Go to Stellaris r/Stellaris. Content is available under Attribution-ShareAlike 3. PD/whirlwind corvettes should be given disrupters ideally. New Worlds Protocol. point defense is so horribly broken that even T1 breaks missiles. Still learning combat and I thought I had decent missile defense. Still learning combat and I thought I had decent missile defense. 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. A secondary question is whether I should replace the disruptors on my. It's one step. There no realistic reason to ever switch to anything else. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Tier 0 is used for starting technologies. Still learning combat and I thought I had decent missile defense. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. 3. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Now centuries old spacebound warrior clans no longer use asteroids and scrap to make their ships. Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. 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. Stellaris’s ship design has undergone massive changes with patch 3. 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. They really have a place in the game now. 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 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 think the new meta for ships makes battleships the best. Right now in Stellaris ship combat is a rock paper scissors game (missiles, lasers/guns, PD) where you doom stack all your ships together and the bigger number generally wins. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. (Ship count, as distinct from fleet power. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. were fair with missiles at all. This is primarily due to replacing Giga Cannons with Tachyon Lances. A marauder missile will be destroyed in 2 hits on average from PD. I was wrong. In singleplayer you can just mass these, the AI will never counter them. It’s no longer about amassing Battleships; a mixture of ship classes is essential now. #4. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 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 reduces sublight speed by a substantial amount, which can be further reduced by a communications jammer. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Torpedoes are. Stellaris Beating The Contingency Guide. Fleet weapons in Stellaris. Artillery Computer will let it use that speed to keep its distance. 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. I gives the Bastions Whirlwind missiles rather than marauder missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. There are three weapons that seem to be doing best on Corvettes. Plasma cannons used to be the best, but now after testing, gamma did much much better. 129. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Try this ship design: Battleship with Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirldwind Missiles, 3 Afterburners, and Artillery computer. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. You chose to defend yourself against the raiders and weaken yourself as a result. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Torpedoes have 17. 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. 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. Many. ): Small, Medium and Large modules. I was wrong. 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. 8 "Gemini" and Galactic Paragons. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. - Corvette Leftovers (S autocannon, S laser, P guardian point defense) -- swarm computer -- not a focus, just the best I can do with leftover hulls, might be better as (3S marauder missiles) or (3S disruptor) but I don't really use them for combat - Cruiser Bruisers (3G space torpedo, 4S autocannon, 1M autocannon or disruptor) -- torpedo. 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). PD/whirlwind corvettes should be given disrupters ideally. And any destoyed FE ship is 1 less ship they field overal unless they Awake. 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. I don't put any Shields on mine. Marauder Missiles Tech. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Fusion Missiles are Missiles T2. 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. Notes: The table shows the default names/icons of techs. 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. You should still be able to make it work, though. The Cruise Missiles tech is available right after Marauder Missiles. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. ago. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. For the auxiliary slots i do afterburners. 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。. 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. 06 damage to hull. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. I think the new meta for ships makes battleships the best. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. EN-Torp Evasion tank, anti-shield. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. That means to you can load up battleships with them. ago. A study on Missile/Hangars vs Point Defense/Flak in 3. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. Also, this is a mod made for personal use, so the specifications may change drastically from. It offers the best alpha strike) Missiles are guaranteed damage against anyone with weak PD screen. 3. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. If they primarily got kinetics, don't be afraid to ditch shields altogether and just using as much armor as you can. M910. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. 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. 例如:“异种保护区”(建筑)的特殊说明请在. if the enemy is strong just check their composition and counter. 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. But I see so many people saying they're useless. Autocannons are 10/20/30. Or torps. I run a general rule of 1 Swarmer for every 4 regular Missile. Reply . 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. At least, when fighting AI empires who throw mixed fleets at you, crisis fleets are another bag. I was wrong. Efficient, decent range for me, and damage. 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. New Worlds (Starting). This is primarily due to replacing Giga Cannons with Tachyon Lances. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. e) Battleship. The Great Whetstone An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. 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. Lasers are 15/25/35. Auto-best is not good, it frequently makes completely nonsensical design decisions. I was wrong. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Missiles currently in my opinion are not up to par with kinetic and energy weapons. Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Throw in some Corvettes and Destroyers to soak damage while the Cruisers close into torpedo range. 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. 7 DPS and have +25% vs hull for a total of 18. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. R5: I’m glad we finally get to make a marauder empire. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 5.