12/31/2023 0 Comments Ship class marauderSleeper Cruisers are definitely a mix too since the horrible tracking of the Paladin means it can barely hit them. The Vargur does slightly worse with Barrage, and the Kronos requires double Tracking Computer to make Null even hit them. The Paladin will then excel at sites that have long-range Sleeper Battleships due to Scorch. I say this because killing sentries can be surprisingly difficult for a Torp Golem instead of a gun-based Marauder which just eats them up fast. The rest of the sites are going to be a mix depending on the range and number of sentries to kill. So the question is, which Marauder is best? My answer is that the Golem is clearly best at killing him (due to damage selection and Rage Torps) and the Kronos is the worst (terrible damage selection). Do note that the last step can always be replaced by Crystal or Asklepian implants.Īll approx 17 minutes, some sites will be faster or slower for different fits depending on range and number of sentries or other small targets to burn through. Variable, Refit to create Garrison killer -> Add refits for other C5 sites. Two Marauders can even push for 2b ISK/hr depending on ship choice too. Let me also say this up front, Golems can earn you 800m ISK/hr easily solo, more if you’re a bit more optimal. The Paladin has good application and decent ammo, but the Golem has more sheer DPS and perfect ammo selection. I’ll explain these differences as we go, but it mostly comes down to damage application to long-range targets for some sites and damage selection for killing the Drifter. In order of preference for site times and Drifter kill times, you’re looking at something like Golem > Paladin > Vargur > Kronos. Previously, the 40-minute requirement to kill put a severe damper on any attempt, but a Golem can now down a Drifter in just 15-16 minutes for an easy 300m ISK.įrom the extensive testing I’ve done for this article, I’ve found that pretty much any Marauder can run C5 sites and some can even complete the hardest C6 sites if you’re willing to spend enough money. Drifters are also now possible to kill in high-class wh space with a Marauder thanks to this patch. And what does double DPS mean? It means half the site time and twice the ISK per hour. The key point here is that Bastion now doubles your rate of fire. Marauder ships, including those of the Horde, are fairly balanced when it comes to their loadout, so you'll need a balanced approach of your own to counter them.Marauders are great again! After 13 years we have a massive buff to these mini Dreads by way of the Bastions of War update. Since the Great Khan will actively seek to conquer their neighbors, the best strategy against their fleet is to fortify a system directly in their path, preferably with Starbase installations that debuff enemy ships. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor daily, and have an enormous thirty percent Evasion bonus. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. The Great Khan is the most powerful Admiral in Stellaris, starting at level ten and possessing the unique trait The Great Khan. The Horde will continue its effort to conquer the galaxy for as long as the Great Khan lives. The Khan's fleets will attack any empire that does not become a vassal to the Horde, and the conqueror will accept vassalage from any empire at any time. Once they reach their target planet they will bombard it until they've inflicted fifteen Devastation, at which point they will depart with plunder in the form of either pops or resources. The fleet will attack and destroy any Starbases it encounters along the way, potentially dealing a blow to their target's economy. They will send a fleet, usually with a power of around four thousand, to attack an inhabited planet. Once a raid commences, the Marauders can no longer be paid off. If your empire is targeted for a raid, you can pay the Marauders off with Food, Minerals, or Energy. Their code of honor dictates that they always give their intended target a heads-up that they're coming, and they will offer to withhold their fury in exchange for tribute. The Marauders are not allied to one another, and although they will ferociously defend their territory they do not attempt to expand it.Įach Marauder Empire will periodically raid a normal empire. Marauders start the game with powerful navies and a handful of spaceborne habitats, but control no planets. The number of possible Marauders can be set during New Game setup. The galaxy may have one or more Marauder Empires seeded into it at the beginning of a campaign.
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