Still learning combat and I thought I had decent missile defense. 3. The torpedos are very high dmg, and have some anti-armor capability. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 6 Orion, making mid-game classes like Destroyers and Cruisers viable in late game stages too. 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. 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. 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). [deleted] • 6 yr. So Missiles for Destroyers and Corvettes, Torpedoes for Cruisers and BattleshipsThe Cruise Missiles tech is available right after Marauder Missiles. 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 . It’s no longer about amassing Battleships; a mixture of ship classes is essential now. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. This is a powerful combination of long. Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. 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. 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 . 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). Still learning combat and I thought I had decent missile defense. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. Wiki says hangar fighters are vulnerable to flak while small non-hangar ships have high evasion (with corvettes going up to 90%). Flak Cannons:Functions like a very very powerful missile that has extremely high hull hp and extremely terrible speed. Check out this tech tree. Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. Still learning combat and I thought I had decent missile defense. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. As for Corvettes, I think you can just phase them out when you get Cruisers. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Even if. 375 DPS to hull. Reply. Bases always use all three weapon classes, so it's good to have Gauss Cannons and Marauder Missiles even if you main energy weapons on your ships. The Titan carries missiles and plasma, which makes their offense more biased towards armor and weaker towards shields. I've found that if you use a variety of missiles with different speeds, they become a lot more effective. In singleplayer you can just mass these, the AI will never counter them. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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). 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。. Weapons. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. If they mostly use plasma, go heavy on shields. point defense is so horribly broken that even T1 breaks missiles. On paper their weapon stats make them the best weapon in the game. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) Missile Cruiser the long-range missile cruiser is a very solid mid-game option. A searchable list of all technology codes from Stellaris. Tier 0 is used for starting technologies. Stellaris. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. Still learning combat and I thought I had decent missile defense. 10000. I wonder if Paradox meant "traditionally in Stellaris" which would confirm they changed it for the game. 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 just can't see any practical reason to pick missiles, especially in the late game :(Увійти Крамниця. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Those are the main corvette weapon builds. I took the two best fleets built with even resources and tested. 2. The Cruise Missiles tech is available right after Marauder Missiles. This is a losing exchange. 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 . This is a searchable and complete list of Stellaris technologies and their IDs. 18 votes, 13 comments. Yes, technically. There no realistic reason to ever switch to anything else. Rockets (Marauder Missiles or Nuclear Missiles etc. Artillery Computer will let it use that speed to keep its distance. I suspect i had to refill my fleet after every battle, while with alpha strike i might go without casualties if i position myself right. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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. Quantum Missiles: tech_missiles_4. Autocannons are good when combined with Carriers, since Strike Craft. Getting traditions. The Great Whetstone An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). Against destroyers,. This has a bit of issue. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only 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. Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. There no realistic reason to ever switch to anything else. That beast will wipe everything vanila AI capable to throw on you. 8 "Gemini" and Galactic Paragons. Mass battleships with arc emitters, carrier core with marauder missiles, and medium weapon stern with whirlwinds. 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. Redirect page. But I see so many people saying they're useless. So I decided to make the 4th Horde. Those are the main corvette weapon builds. Plasma cannons used to be the best, but now after testing, gamma did much much better. 5. Available only with the Apocalypse DLC enabled. Compatible with Stellaris Ver. In 1. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. It's one step. Still learning combat and I thought I had decent missile defense. 8 "Gemini" and Galactic Paragons. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. 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 . Battleships are now deathly allergic to torpedoes, so a little Point Defense is nice to have now. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. Cruise missiles are somewhat slow and their launcher has a pretty high cooldown, but their alpha damage is incredible and their health is high to help surviving a flight through enemy PD. You need a strong economy to fuel the war against the Unbidden. Marauder Missiles deal 14. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. There are 3 Types of Missiles: - Regular Missiles: Range from T1 - 5. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Video by Montu Plays. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. 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 . 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. honestly youd probably get better missile results if you had a few whirlwinds mixed in. As long as you properly strategize your fleet, you can have alot of fun with this weapon. 6 changed missiles to be S/M slots the starbase loadout can't equip missile weapons (Missile Silo is torpedos). Either run torpedos or marauder missiles, maybe with some whirlwind missiles sprinkled in to defeat PD. With maxxed out tactics and gunnery, the chance for. On paper their weapon stats make them the best weapon in the game. 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. This article is for the PC version of Stellaris only. Efficient, decent range for me, and damage. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Decreased Missile Accuracy from 100% to. Each tactic also gives a small bonus to firing rate and one other stat. Enjoy the game!. 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. Still learning combat and I thought I had decent missile defense. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. 6 combat rebalance against powerful torpedo and carrier f. They have very low DPS. 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. 6+) For those unaware, the "~" command will bring up the console. Point Defense is 8/-/20. Marauder missiles do 7. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. This is the one essential part where there is a meaningful choice between different options. Stellaris technology list and IDs cheat. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. N. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 例如:“异种保护区”(建筑)的特殊说明请在. I was wrong. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. 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. I was wrong. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Military Theory (Tier 4) Cost: 6000, Weight: 45Are you typing "event" before "marauder. Stellaris. Common May 9, 2018 @ 1:39am. ; About Stellaris Wiki; Mobile viewHangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. which ones are better a huge amount of defense platforms or a few Inon cannons. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Nano-Missiles are only good in theory. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 3. Every type of weaponry is. For example, missiles/torps. Point Defense is 8/-/20. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. MelEkara • 8 mo. 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. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. 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. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 对该项目的细节说明请添加至相关页面. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). That means to you can load up battleships with them. Each of the sliders effects only its own category. ⚄ 🎁. Either 3*afterburners or could mix 2*afterburner with 1*armor hardering module). The equipment itself is ok, offers a bit of variety. 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 . It is under development and may have unknown bugs. These missiles inflict decent damage to. You could use normal missiles for standard attacks. Mix that with some Marauder Missiles and Regenerative Hulls and you got yourself a sturdy ship. Focused Arc Emitter Carriers with Marauder and Whirlwind Missiles are the strongest overall Battleship. Antimatter Missiles are Missiles T3. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Content is available under Attribution-ShareAlike 3. 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 "better" damage than torpedoes (their. Stellaris Real-time strategy Strategy video game Gaming. This is horrible, the unbidden crisis appeared. In times long past, 4 Great Marauder Hordes reaved the stars. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I was wrong. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. During war though, you will run out of minor artifacts and will need to revert to marauder missiles. All codes for the game: The main list. Still learning combat and I thought I had decent missile defense. 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. 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. 4 damage, straight to the hull, with 100 range. Are extremely powerful vs AI. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Marauder missiles are currently the best non-crsis guided slot weapon in the game. Contents. Whirlwinds have 30 hull and 15 armor. EN-Torp Evasion tank, anti-shield. Then provoke a doom stack to. Marauder Missiles Tech. I just can't see any practical reason to pick missiles, especially in the late game :(Zaloguj się Sklep. [deleted] • 6 yr. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Batleships equipped with marauder missles is the highest dps I have achieved so far, followed by gamma lasers, then plasma cannons. 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. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. In general, missiles are risky as they are easily countered. All Discussions. Defend these specially connected systems with full force or Unbidden will backdoor into your homeworld. 23 DPS) and torps will be 75% effective (12. 掠夺者导弹 (Marauder Missiles) 解锁:在鼠标浮层中查看. I just can't see any practical reason to pick missiles, especially in the late game :(Iniciar sessão Loja Comunidade Apoio Alterar idioma Ver versão para computadores. Use PD, shield, and shield hardeners. 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. Fallen Empires tend to focus on one or two weapon types, capitalize on that. Destroyers, garbage hull, phase them out of your fleet if you ever build any once you get Cruisers. This ship design is very high value, and. It's hilarious, really. 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 . 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. Devastator Torpedoes. 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. Stellaris Marauder Shipset Mod. great range, good dmg. Embarrassingly, I'm still a hefty novice when it comes to ship design. Darvin3 • 2 yr. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. Kinetic Artillery is obviously the best thing to put in there for a non-Missile empire. 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. Torpedoes are. They really have a place in the game now. Laser, disruptor, and missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. But Energy Torpedoes + Plasma is also a valid choice. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. I was wrong. Marauder missiles and devastator torpedoes destroy everything. CryptoPreliminary ideal now the missiles is useless, so strengthening missiles , i think Whirlwind Missiles( Swamer Missiles) should be X weapon slots and launch nine pieces . 129. Free to update or use in Stellaris by anyone. Flavor entry isStill learning combat and I thought I had decent missile defense. Ship designer. However there is a new classification for specifically “torpedo” weapons which battleships do not have. Cheats. 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'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. . Torpedoes are. Stellaris. #4. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. iirc. Business, Economics, and Finance. There's no reason to use swarm missiles to beat PD when, by the time they'll do better than regular missiles you'd be way better off using disruptors instead. An extended period of unrelenting border skirmishes with the [neighbor marauder empire name] has hardened our serving naval crews. 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. Transgenic Crops. PD/whirlwind corvettes should be given disrupters ideally. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. and have 30 range. 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. 90 dmg. However there is a new classification for specifically “torpedo” weapons which battleships do not have. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). No custom sounds or projectiles (yet?) as I have no idea how to. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Magnetic Accelerator Cannon (M. Nuclear Missiles: tech_missiles_1. Missile torpedoes ignore shields. Check out this mod and modify your Stellaris experience. Mass Drivers/Disruptors/Plasma are 20/30/40. 0 unless otherwise noted. I was wrong. That's like 7. U. Reply . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. So far, in 1. Nuclear, Fusion, Antimatter, Quantum, Marauder missiles- Increase to. 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 . Ascension perks. 3. I was wrong. 7) I ignore shields, energy, kinetic, reactors and hull completely and just tech armor and missiles (or disruptors). I was wrong. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. A secondary question is whether I should replace the disruptors on my. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . Missiles have very long range compared to other weapons of similar size and ignore shields. Whirlwind Missiles do better damage than two Marauder Missiles, they have longer range and they are much harder to destroy. Normal missiles are to be used always. Go to Stellaris r/Stellaris. e. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. It's quite effective against large targets and. well missiles are kinda just the baseline I guess. Their volleys of whirlwind and marauder missiles did 22,000 damage and my ♥♥ shot down 530 missiles. So in the new patch most missiles have been changed into the same type of weapon category as lasers and guns. *. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. These missiles inflict decent damage to. Marauder Missiles: 44 0. ) from Halo. Marauder Missiles: Average cycle time: 128. 15 votes, 14 comments. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). These include Amor Alveo, Wenkwort, the Caravaneer capital, and. The design is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, and 2 Whirlwind Missiles. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot. It was my understanding that…Stellaris. Cruise missiles are. were fair with missiles at all. Guardian Point Defense have +100% vs armor, but no hull multiplier. 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. 4. They also come with built in PD, which allows them to mitigate their torpedo weakness. iirc. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. 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 . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Fuzati Intelligent Research Link • 6 yr. Also, A tachyon lance at the front is powerful. Marauder Missiles: tech_missiles_5: Mass Drivers: tech_mass_drivers_1: Matter Compression: tech_repeatable_improved_armor_output: Matter Generation: tech_matter_generator:Stellaris: Bug Reports. 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 . Ex: the missile tiles spawn 2? missile batteries. Guardian Point Defense have +100% vs armor, but no hull multiplier. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. So yes, Whirlwind Missiles definitely are too good. I was wrong. What is Stellaris mods? A mod (short for "modification") is an alteration where. 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 . if the enemy is strong just check their composition and counter. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles.