In general, missiles are a trap in Stellaris: They are fantastic if, and only if, the enemy lacks any form of PD. The Marauder horde awakening 100 years in is THE earliest it can happen, with default settings. 8 (applies to 3. I have 50 destroyers fitted with flak turrets and that is my. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. High evasion fleets neuter missile fleets compared to traditional weapons. I'm wondering how to assess my fleets' performance in battle. I gives the Bastions Whirlwind missiles rather than marauder missiles. The new tactic is a combo of combat AI, missiles, and movement speed. CryptoI'm wondering how to assess my fleets' performance in battle. This is the one essential part where there is a meaningful choice between different options. Information from today's Dev stream about 3. Transgenic Crops. Your options are very limited to go without energy, and you will be making some pretty hefty sacrifices. 0 unless otherwise noted. Still learning combat and I thought I had decent missile defense. 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。. I was wrong. Computer should be swarm then picket once you can get 90%. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Hello everyone, I'd like to read comments from knowledgeable Stellaris players about what's happened to me yesterday. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Cruise missiles are. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Every type of weaponry is. Normal missiles are to be used always. The areas they start are resource rich, so they mostly likely migrated to that area. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. However any missiles or torps suddenly become effective if any amount of strike craft is involved. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. They lose far too much dps compared to torpedos and regular missiles and their gimmick doesn't really work. A new Stellaris update 3. Since 3. Khan can't hand kiting swarm missile cruisers. As long as you properly strategize your fleet, you can have alot of fun with this weapon. That beast will wipe everything vanila AI capable to throw on you. 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 . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Mid I usually go into missiles and fighters, with the remainder being autocannons. . Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Let's assume it gets shot at by 1x large kinetic artillery and 1x large. Still learning combat and I thought I had decent missile defense. Content is available under Attribution-ShareAlike 3. This ship design is very high value, and. The range changes make mass drivers better than autocannons as well (assuming you start at range). This is a large problem if 2 separate fleets come with slight delays to each others. 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. This page was last edited on 6 August 2018, at 14:35. It is under development and may have unknown bugs. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Stellaris: Every Weapon Ranked in the 3. 971 DPS), a clear win for the missiles. According to the official Stellaris 3. I think it has to do with the missile's rate of fire and tracking. So don't take an even fight there? 99. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. since they fire and fly. Missles have the biggest max reach in the game of all weapons. I've found having a balanced fleet comp works best. They'll have some larger fleets in their systems, but nothing near the level of the fallen empires. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. As long as you properly strategize your fleet, you can have alot of fun with this weapon. If your concern is battleships and. Missiles have very long range compared to other weapons of similar size and ignore shields. I tend to try and make them as split and even as possible across the board. Last edited by MP ; Sep 26, 2021 @ 11:51pm. Secondly, wow, i really shouldn't had been using corvettes. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. ago. 66 comments. A. Apart from this, Stellaris patch 3. - 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. 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. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. 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. A cruiser could mount 3 neutron launchers (or 3 torpedoes), 4 marauder missiles and 1 swarm missile (or 6 marauder missiles). Lots of sunlight speed bonuses. 3. Defenses should be 1 shield, 2 armor with advanced afterburners. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. 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. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Never publicly comment or answer to a moderation post. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. S. None worth noting. Hell. Fusion Missiles: tech_missiles_2. 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. →. Stellaris - Archeo-Engineering does not calculate effects in ship designer. Starbase weapons. 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. 12. No custom sounds or projectiles (yet?) as I have no idea how to. I was wrong. Torpedoes are. 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. (marauder missiles and disruptors). Missile batteries should use energy torpedoes if your empire is assigned a personality that favors energy weapons. In stellaris usually the first fleet that can shoot is the fleet that wins since their first strike will take out ships reducing the other fleets first strike capability. 2. Late, I'll push into neutron torpedoes, marauder missiles or the like, fighters, and x slot weapons. there are swarmer missiles and whirlwind missiles which help with that. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. I have played. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. Being that it is a missile, it can also be shot down by point defense. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. - Torpedoes: Range from T2 - T4. Content is available under Attribution-ShareAlike 3. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. There no realistic reason to ever switch to anything else. (which you can fill with S tier powerful Marauder Missiles) and 3 auxiliary slots. Each tactic also gives a small bonus to firing rate and one other stat. Neutron Launcher / Marauder Missile Cruiser the long-range cruiser provides good firepower, particularly anti-hull, at long range. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more 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 . AnAngryYeti Mar 4, 2020 @ 2:03pm. Swarmer missiles can survive point-defense. That's the first engagement I've ever had any missiles shot down by pd while using large amounts of strike craft. Still learning combat and I thought I had decent missile defense. 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. Wormholes and L gates work for the Unbidden, and your gateways can be captured. A searchable list of all technology codes from Stellaris. Stacking a Titan (using the -20% enemy shield) modifier in with a fleet is also super helpful here. It's quite effective against large targets and synergizes well with Artillery Battleships which give you the classic Kinetic Artillery / Neutron Launcher combination. PD doesn't seem all that strong anymore, so I haven't even really bothered researching whirlwind missiles since the patch. Marauder Missiles 20000: 4 Marauder Missiles Quantum Missiles Base: 40 Modifiers. This mod adds Interstellar Ballistic Missiles (IBM) with colossus-class armaments that move at ultra-high speeds and can damage entire planets and star systems. e) Battleship. Still learning combat and I thought I had decent missile defense. Good range too. I was wrong. Missiles are guaranteed damage against anyone with weak PD screen. In singleplayer you can just mass these, the AI will never counter them. The choice is obvious. Ok so just finished my first playthrough ever on Stellaris and had Contingency in my game. Stellaris has now only Armor and Missiles. On the other hand, vanilla missiles could be improved substantially and if they were done well then you might not need an XL variation. Marauder Missiles: 44 0. 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%. It can cripple your empire earlier especially on higher difficulties where the AI bonuses are massive. 99 Badges. Whirlwinds have 30 hull and 15 armor. Getting traditions. To give an idea, if it wasn't for the long delay for replacing destroyed strike craft and their short firing range, Scout craft would actually be a theoretical upgrade on Marauder Missiles (doing less average damage, but having more hull points, being cheaper, and having higher evasion and tracking) while Advanced Strike Craft would probably be. Incase missed stream here ya go. Stellaris. 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. 9. A lot more damage, a lot more range and insane rate of fire means they easily overwhelm PD. Magnetic Accelerator Cannon (M. Darvin3 • 2 yr. Checking AI fleet comp, and build there are 2 possibilities. But I see so many people saying they're useless. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. Example: against only their armor (80%) and evasion (19%), 2x L MM = 16. Missiles feel really hit or miss. I was wrong. 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. 65: 26: 86-114 (100. 16. 0 unless otherwise noted. In current iteration 2. On to utilities - you have a grand total of 10 Larges. Missile Cruiser the long-range missile cruiser is a very solid mid-game option. All types of planets. 0 unless otherwise noted. Point Defense is used to fend off Rockets. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense. 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. 0 changed missile slots, pre-2. I was wrong. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. Battleship Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Once Marauder raiders reach an undefended planet, they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. It's really strong, very generalist, and the AI absolutely does not know how to handle it. 34. Farnsworth Mar 30, 2018 @ 5:44am. This mod adds Interstellar Ballistic Missiles (IBM) with colossus-class armaments that move at ultra-high speeds and can damage entire planets and star systems. Catteraine said: 5. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. ago. 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. [deleted] • 6 yr. 6+) For those unaware, the "~" command will bring up the console. I was wrong. The mixed alpha strike/carrier build lost to pure alpha strike which in turn was killed by corvettes. It's one step. I was wrong. I was wrong. ago. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 1. RagingJaws Looter of Priceless Artifacts. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. Yes, even player empires are given an AI personality, which mainly just has an effect on. I think that starbase weapons (batteries, missiles, and maybe fighters) should be customizable like the defense platforms. A marauder missile will be destroyed in 2 hits on average from PD. 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). This has a bit of issue. Stellaris Wiki Active Wikis. 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. Reply . (Marauder Missile): Fuck if I know. 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 . Business, Economics, and Finance. The Cruise Missile is a level 6 missile, which requires you to research Marauder Missiles before you can research it. Hull = 0 ---> destroyed. Normal stellaris AIs never focuses this heavily on missiles that it's really worth it to invest heavily in PD. I'm wondering how to assess my fleets' performance in battle. They're not good for "tanking" PD away from your other missiles. 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. Or torps. Reply. There are three weapons that seem to be doing best on Corvettes. Nov 9, 2023Corvettes (90 evasion) will dodge 50% of missiles (7. In theory a human (maybe an AI) can hard counter that with dedicated destroyers, though those are some seriously underpowered destroyers if they run into a. Perhaps the best “artillery” ship now is the missile cruiser, the most S and M slots you can get per ship size, with 3 aux slots for afterburners so they can kite and keep spamming out missiles from max. 5 Average damage per cycle: 100 Average damage per unit time: 1. Add a Comment. If you combine strike craft and G slots on a cruiser you suddenly deal tons of damage with missiles. As space becomes an ocean to Stellaris' Empires, its inevitable that pirates would show up. 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 . 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. In singleplayer you can just mass these, the AI will never counter them. 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. 3. I'm wondering how to assess my fleets' performance in battle. 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. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. Go ham. One of the few Battleship designs that actually got better since it now has good long-range options for S and M weapon slots. Torpedoes have 17. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Marauder missiles are good for defending stationary installations, but devastator torpedoes make for a good long-range attack against enemy forces. Regular missiles and torpedoes are so good now. Caesitas Technological Ascendancy • 6 yr. I run a general rule of 1 Swarmer for every 4 regular Missile. They have 100% accuracy and decent Tracking, but their projectiles. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Even if you can't imagine any of the events or situations which could be built on the interactions between those three types, it should be obvious that. Missile torpedoes ignore shields. They deal "better" damage than torpedoes (their. 对该项目的细节说明请添加至相关页面. Are swarmed missiles (SM) and marauder missiles (MM) useful against small ships and strike crafts? Title sums it up. Table usage [edit | edit source] Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable . Torpedoes are second place against no PD fleets as they deal almost equal dps as marauder missiles. The only useful thing I've figured out is that if the enemy is doing damage with missiles, buitd more PD. Mass driver Corvettes beat missile Corvettes without pd (it is not even close). I was wrong. Using missiles is a commitment: either you go out of your way to get. In other words, they are godly after your first kinetic battery barrage have stripped the shields off the enemy. All their weapons have long range, bypass shields, and are pretty devastating to any kind of target. These missiles inflict decent damage to. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. honestly youd probably get better missile results if you had a few whirlwinds mixed in. First I'd like to commend the new Marauder missile system. 59 16. Marauder Missiles deal 14. 0, so the ones you do have are far more valuable so you can't be wasting them on something that isn't effective. I was wrong. I was wrong. ( stellaris noob) i dont have dlc so idk if that contributes. 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. 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. Marauder empires have 3 systems and are fairly active sending out raiding fleets regularly. And as part of Apocalypse, say hello to the Marauders. What is Stellaris mods? A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect. Using missiles is a commitment: either you go out of your way to get. Swarmer missiles can. Thread starter Magnificent. - Swarmer Missiles: Range from T4 - 5. Cloaking devices deactivate your shields. 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. So here we get a CtH of 75 - 8 = 67%. 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. MelEkara • 8 mo. 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. Steam Workshop. 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. 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. 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. 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,. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. since they fire and fly. FlatEarther98. Hire their fleets (all three of them). The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. Obviously the games where I got early missile #2 and #3 techs went that much smoother. 4 damage, straight to the hull, with 100 range. Hazard Feb 23, 2018 @ 7:02am. And any destoyed FE ship is 1 less ship they field overal unless they Awake. I have 50 destroyers fitted with flak turrets and that is my fleet’s only PD. Flak Batteries are used to fend off Strike Crafts. Not sure where you got the marauder missile data from, maybe a nearby starbase? They definitely don't have have missiles. A place to share content, ask questions and/or talk about the 4X grand strategy…So far, in 1. Since there are more Marauder Missiles than Neutron Launchers, the Marauders are the median weapon so it will prefer 100 range. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. This is a losing exchange. 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. 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. C. If the empire preferred. I'm just wondering, since missiles offer meager damage and slow move speed when compared to artillery rounds. 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. That's the cool thing about shield/armor bypassing weapons. 5. As a fan of missile weapons in Stellaris since, well, 1. if the enemy is strong just check their composition and counter. S. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. I find it weird how missiles are treated in Stellaris. A secondary question is whether I should replace the disruptors on my. They activate during the mid game and begin to conquer everything they can. Still learning combat and I thought I had decent missile defense. Zorro Nov 15, 2017 @ 6:06pm. Fuzati Intelligent Research Link • 6 yr. Still learning combat and I thought I had decent missile defense. Would outfitting some cruisers with Fighters and flak make a difference or just go with more. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. The 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. I figure that Torpedoes are easy to shoot down than missiles so a majority of the time your torpedoes don't reach its intended target if the enemy is pd heavy. [deleted] • 6 yr. Ancient Nano-Missile Cloud Launcher: basically a fusion of the Marauder Missile with the Phased Disruptor. 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. Mix a few into fleets heavy on missiles/hangars and they tank the hits solidly for them. Stellaris > General Discussions > Topic Details. 9% of fights in Stellaris aren't even close to even, so it barely matters. These I equipped with full shields and capacitors, no armor, 4 large marauder missiles and a tachyon lance. In general, missiles are risky as they are easily countered. 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. C. 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. 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. The go-to way to use Whirlwinds is part of a balanced Battleship build. I was wrong. 概览. In practice, their minor relic cost is so incredibly high that it is literally impossible to use them in sufficient quantities to matter. 0. 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. No, not really. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger. wrist or shoulder mounted variants of the shrunken down marauder missiles, the plasma lance, a weapon that can fire sustained beams of plasma at the risk of overheating. Scourge missiles are good against armor and hull and slightly better against point-defense. For example, normal missiles deal decent damage against hulls but are vulnerable to point-defense.