Stellaris marauder missiles. 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. Stellaris marauder missiles

 
 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 theStellaris marauder missiles  Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles

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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. That'll get you the best fleet for killing things that aren't other corvettes. Normal missiles are to be used always. See moreThis page was last edited on 14 October 2017, at 11:01. And if you are looking to. ; About Stellaris Wiki; Mobile viewMissiles have very long range compared to other weapons of similar size and ignore shields. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 25x leading scientist has Expertise: Propulsion trait;Missiles may be fixed in the upcoming balance patch, but they are trash right now. 2. hip,Corvette Section,Torpedo Weapons,Stormfire Autocannon,Marauder Missiles, Defenses,Neutronium Armor,Hyper Shields,Hyper Shields,Auxiliary Fire Control, Utilities. 5. I get lasers and such via debris but don't care because I never use them anyway. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. #1 Meewec Nov 13, 2019 @ 11:27am unless you can massively overwhelm their point defense, yes. 285. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. Stellaris. Go ham. Stellaris: Every Weapon Ranked in the 3. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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). So don't take an even fight there? 99. Whirlwinds have 30 hull and 15 armor. It was my understanding that…A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Missles have the biggest max reach in the game of all weapons. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ; About Stellaris Wiki; Mobile viewViable for their purpose, yeah. This is a losing exchange. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. Perfect schiffen for the how for the game. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. or before, I don't feel that the changes made in 2. 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 . PD/whirlwind corvettes should be given disrupters ideally. Report. C. I was wrong. How do you use missiles in. That’s why nuclear warheads are the basic starting option. 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. 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. Marauder Missiles: tech_missiles_5. None of the Menacing ships cost additional resources for its weapons, which makes it easy for Crisis players to use massive amounts of the Ancient Nano Missile Cloud Launcher, tearing the entire galaxy. May 10, 2016 790 1. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful. Starbase weapons. Archer Missile Pods: Small, Medium and Large modules. Add in two small marauder missiles and whirlwind missiles at the back since they are the only weapons with good enough range to hit targets from the back and while still being useful. a single T3 PD can take out multiple marauders even in its worst case scenario while a WW needs 2 PDs under the same conditions. In singleplayer you can just mass these, the AI will never counter them. I was wrong. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. This allows you to bring up cheats like max_resources, instant_build,. Giga Cannon/Tachyon, 3x Kinetic Artillery. Best. 6. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Devastator Torpedoes. Marauder missiles straight up overpower torpedoes, even with torpedo salvos stacking. In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. 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. 35 DPS) and 65% of torps (5. Accuracy describes how good the weapon is at firing at an enemy ship in general. It's one step. A single Guardian Point Defense can protect you from two Marauder Missiles, but you need two to take out a Whirlwind Missile. M910. 3. They have low base damage, but all. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. C. Content is available under Attribution-ShareAlike 3. As long as you properly strategize your fleet, you can have alot of fun with this weapon. 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. Mass Drivers/Disruptors/Plasma are 20/30/40. But how do I decide if a given ship design is performing well? How do I. I'm wondering how to assess my fleets' performance in battle. Torpedoes in particular have a massive damage multiplier against Cruisers and Battleships. Last edited by MP ; Sep 26, 2021 @ 11:51pm. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. I've found having a balanced fleet comp works best. Also, this is a mod made for personal use, so the specifications may change drastically from. I'm wondering how to assess my fleets' performance in battle. A secondary question is whether I should replace the disruptors on my. Similarly, unless you're running only Focused Arc Emitter the Battleship will prefer to close into the range of its shorter-ranged weapons. You want cruisers with 3 aux slots, and fill all of them with afterburners. honestly youd probably get better missile results if you had a few whirlwinds mixed in. Fleet weapons in Stellaris. Stellaris. This part of the chapter contains detailed information on every type of weaponry available in game. 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,. Stellaris > General Discussions > Topic Details. 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. 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. . Also, this is a mod made for personal use, so the specifications may change. It has great range, and with 3 Afterburners can be reasonably quick. ) from Halo. The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum. 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. I was playing a game of Stellaris with two friends. 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. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. If you keep a healthy stock of minerals/energy/food they can be easily bought off. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. 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. Marauder raid request always busy. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. In 1. This is primarily due to replacing Giga Cannons with Tachyon Lances. Marauder Missiles deal 14. I’m not familiar with any sci-fi equivalent, the name is entirely vague and non-descriptive, and honestly, the quantum. So it's just a constant sink. 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. (Marauder Missile): Fuck if I know. 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). Flak Batteries are used to fend off Strike Crafts. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. 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). 18 votes, 13 comments. 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. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). 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. 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. Each tactic also gives a small bonus to firing rate and one other stat. It is only visible to you. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 16. 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 . One Marauder cruise have massive damage and a very good range for combat engagement. Missile Corvettes (1m1s) can barely beat laser Corvettes until pd at least. The khan fleets can't get close enough and just slowly die. Enjoy! Toggle signature. which ones are better a huge amount of defense platforms or a few Inon cannons. In current iteration 2. 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. I was wrong. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. Still learning combat and I thought I had decent missile defense. In my game they had multiple 15k fleets in their systems before even having the Khan event start. Huge alloy production is a must to reinforce fleet casualties. 6+) For those unaware, the "~" command will bring up the console. Cannons and it prefers kinetic weapons, the chance to select Gauss Cannon will be twice as high as the chance to select Marauder Missiles. EN-Torp Evasion tank, anti-shield. But how do I decide if a given ship design is performing well? How do I. U. . It is under development and may have unknown bugs. What is Stellaris mods? A mod (short for "modification") is an alteration where. Paradox has basically removed all those stuff from the game. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. The areas they start are resource rich, so they mostly likely migrated to that area. Hell. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. They're looking to be the ultimate missile platform, out of all the hulls. Marauder missiles and devastator torpedoes destroy everything. Missiles feel really hit or miss. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). SuperluminalSquid Technological Ascendancy • 3 mo. And if spammed, point defense cannot even compete. 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 . Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 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 . 99 Badges. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 15 votes, 14 comments. Nano-Missiles are only good in theory. 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. Still learning combat and I thought I had decent missile defense. I was wrong. 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. It has great range, and with 3 Afterburners can be reasonably quick. Sliders of marauder strength (just as for other empire types) could solve the problem. Missile Defense. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Thread starter Keith_C;. CryptoFor your Artillery Stern, I would say take Marauder missiles, or Matter Disintegrators if you have the tech. ago. So yes, Whirlwind Missiles definitely are too good. I honestly think they're ok. *. Armor and shields don't matter if the hull is destroyed. There no realistic reason to ever switch to anything else. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. They're like a joke weapon: outranged and outdamaged by particle launchers/kinetic artillery in the late and end-game, while completely negated and outdamaged by strike craft in all phases of. Using missiles is a commitment: either you go out of your way to get. All disrupters. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. Both of the above can also damage enemy ships but the damage is very low and they shouldn't be used for that. 7, add 25% to hull and 33% from archaeo engineers. Combat in Stellaris, while lacking in tactics, is rather entertaining to watch. This page was last edited on 6 August 2018, at 14:35. With more than half of the cooldown, better tracking, evasion, nearly comparable health and about a third less power used, Marauder Missiles seem like the most effective choice. 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. 387K subscribers in the Stellaris community. 077. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. 修改完毕后,请刷新上面的文本。 分类: . AI Empires for normal empires, Fallen Empires for Fallen Empires, and Maruaders for Marauders. Stellaris has now only Armor and Missiles. The go-to way to use Whirlwinds is part of a balanced Battleship build. But I see so many people saying they're useless. These I equipped with full shields and capacitors, no armor, 4 large marauder missiles and a tachyon lance. 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. ( stellaris noob) i dont have dlc so idk if that contributes. 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. 110ish. 8 (applies to 3. A study on Missile/Hangars vs Point Defense/Flak in 3. 6 also includes new galaxy shapes to explore, new story events, a new. Go to Stellaris r/Stellaris. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Remember that some weapons work better than other ones, while statistics of every weapon has to be analyzed thorough fully and the decision has to be made what device to install. 35 Devastator. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. Reduced the range of torpedoes. For weapons, you are using whirlwind missiles in all medium slots, marauder missiles in small slots, or nano missiles if you have enough minor artifact income. Wormholes and L gates work for the Unbidden, and your gateways can be captured. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris > Workshop > FirePrince's Workshop > A Deadly Tempest [3. Each of the sliders effects only its own category. Fusion Missiles are Missiles T2. The equipment itself is ok, offers a bit of variety. Reply replyNext time a bit of advice on the Corvettes: Stick on the basic missiles (Marauder missiles IIRC) and the damage should skyrocket. 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. If you don’t like the missile, then don’t use it. Finally are the trade fleets that float around and try to make deals. In general, missiles are risky as they are easily countered. Yes, even player empires are given an AI personality, which mainly just has an effect on. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Carrier Cruisers are an excellent transition once they're available, as they do quite well against the AI's Corvette-heavy fleets. It's. The Cruise Missiles tech is available right after Marauder Missiles. You would have the ability to swap them for say two torpedoes or one swarmer and a marauder missile. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. The kinetic kill missile was so fast it evaded point defense and was extremely fast. Swarm missiles are a bit more tanky but do very little damage. 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. But there are better ways to counter regular. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I just can't see any practical reason to pick missiles, especially in. 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. “Listen up you grunts! The time for endless looting, plundering and raiding has ended! I am Great Khan Swubu. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I was raised by the civilized dwamaks, I. 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. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. Missiles should be the longest-range weapons. 0 unless otherwise noted. . Compatible with Stellaris Ver. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. In Stellaris, these weapons are effective against different defenses depending on the exact weapons you use. Only has G slot chassis. This melts contingency fleets fairly quickly with minimal losses. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. RickusRollus • 9 mo. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. Scourge missiles are good against armor and hull and slightly better against point-defense. Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. 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. ; About Stellaris Wiki; Mobile view Missiles have very long range compared to other weapons of similar size and ignore shields. 0 changed missile slots, pre-2. Creating ships. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. 0 changed missile slots, pre-2. N. A study on Missile/Hangars vs Point Defense/Flak in 3. 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 . ago. ) ignore shields and deal damage to armor / hull or both armor and hull at the same time. . Allowing the Caravaneers to traverse Marauder space makes their pathing a lot less terrible. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. It's really strong, very generalist, and the AI absolutely does not know how to handle it. Stellaris Real-time strategy Strategy video game Gaming. In times long past, 4. 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. and marauder missiles in the rest (small slot only). 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. Something that is puzzling me in 2. They also ignore shields. 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 have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Devastator torp + autocannon/disrupter. 6 Combat Re…Basic missiles have good damage, they can also retarget. - Torpedoes: Range from T2 - T4. Those are the main corvette weapon builds. have you tried the nano missiles? base damage 4. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. This page was last edited on 6 August 2018, at 14:35. Marauder Missiles. The alloys that ships in Stellaris are built out of are incredibly tough, and they only get tougher as the game goes on. Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. 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. Transgenic Crops. Armies don't get a lot of love in Stellaris, which is fair because its not an army game. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 69 dmg @110 range vs Tachyon Lance 17. Catteraine said: 5. 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. turn "Marauder empires" to off in the galaxy creation thing. Still learning combat and I thought I had decent missile defense. The designs are decaying mid-tech and brutalistic, but built using centuries of. So pre 2. Shiva Class Nuclear Missiles: Small, Medium and Large modules. 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 . 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. Kinetic and Energy weapon seems to be a better idea, including Carrier's bomber. You could use normal missiles for standard attacks. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor. For example, some Whirlwind missiles, some Marauder missiles, and some powerful torpeckers all. 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. If you are looking for some great defenses for your stationary installations, then go for the agile and robust marauder missiles. I'm wondering how to assess my fleets' performance in battle. In singleplayer you can just mass these, the AI will never counter them. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Darvin3 • 2 yr. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. This means that there's a 67% chance of the shot connecting and doing damage. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. *. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Steam Workshop. This has a bit of issue. Missiles are guaranteed damage against anyone with weak PD screen. Hire their fleets (all three of them). Corvette: Stormfire Autocannon + Marauder Missiles V (I use the Marauder and not the torpedos, since corvettes tend to shoot at other corvettes, and I figure the 25% tracking vs 10% tracking on the torpedo III will lead to more hits) - swarm tactics to bring evasion up to 90%. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. The range changes make mass drivers better than autocannons as well (assuming you start at range). A place to share content, ask questions and/or talk about the 4X grand strategy game. 6.