Stellaris kinetic vs energy. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. Stellaris kinetic vs energy

 
 I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleetStellaris kinetic vs energy Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses

My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. where: m — Mass;. I haven't played in almost a year. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Gotcha, that makes sense. Plasma Auto. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 1) Kinetics and lasers both suffer no bonus or penalty vs shields, people keep saying lasers are bad vs shields but no such tooltip exists and indeed tests have shown they do full damage to shields just like kinetics do. 54, 29. Missiles start with 0 Evasion and end with 40. Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). I haven't played in almost a year. Penetration doesn't "cover all bases" in a multiplayer context - penetrating weapons are countered by hardening components, which can be added to most builds at little opportunity cost. Each pair was moved to Star System with no populated planets, spaceports, miningscienceattleenergy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). Add a pinch of Titan to taste. Only use armor on ships if you have a spare place due to energy reasons (talking early game). Kinetic Battleship Analysis: N/A. They are meant to inflict heavy damage against enemy shields. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. The main attribute is fleet DPS vs station shield regen rate. Energy weapons also have a "special" kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low. Don't listen to that troll, the best early game design is always 2 red lasers and a mass driver (because kinetic weapons are only needed to take down shields otherwise they are always inferior to energy weapons), use improved components as they are researched and go shield heavy as you can afford it because winning wars is all about. Myself i generally just make my fleets balanced, with kinetic and energy weapons, favoring kinetic for large guns, energy for xl size and balanced medium and small, but for min maxing you could check the loadout of your upcoming enemy and building to counter them if they favor shields or armor. 6 combat rebalance update. Title Card Overlay by Wi. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Because i tink that the kinetic wepons right now give an advantage in combat. Signature Weapons [3. However, I wanted to. So in my opinion the giga canon is really the way to go. 24 , 24. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I've noticed that in base Stellaris minerals never run out through construction of extra mining stations while energy credits never stop being an issue. 2 Kinetic Artillery is 80 average damage per day vs the Saturator's 115, while the Saturator has a higher multiplier against both shields and armor. What kind of weapons should space-bearing vessels use in Stellaris? A lot of games follow the trichotomy of mass drivers, missiles, and beam weapons. Energy Siphons are potent early game weapons. Stellaris' combat system is garbage. In the 3. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. First thing to mention IMO is that the breakeven point for conventional vs bypass, if you assume even energy/kinetic repeatables (though not actually the case in practice as we both know since engineering always lags behind), is actually (mostly) about the target’s defensive repeatables, not your own weapons repeatables. ago. . Armor- 12. AI because they never spec Point Defense. 5 inf. g. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Flak on the other hand starts at 50 Tracking and ends at 70. Against d2 it will take about 0. ) are good against armor but bad against shields. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. AI because they never spec Point Defense. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Shield Enhence repeatable tech ---> Engineering area. In the original release version of the game I reliably went with energy weapons and was happy with the results. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. 6. 54, 29. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. AI because they never spec Point Defense. But, past year 100 or so, you want to switch to energy weapons. These were originally planned as energy only but during play we found out that with a few more perks they make awesome armies as well! This is the only species that really “needs” to be psionic and cybernetic. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. P. 4 Stellaris Tech Id List – F to I. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Edit: Regarding armor late game, mind you there's a cap just like with evasion, for armor it's 90% as far as I believe. It lacks the bonus to hull damage lasers have. When do you use what weapon? For. I like shields in sci-fi, because I dunno, they seem cool and they - to me - logically make sense as your primary form of defense, because you don't really want gaping holes blown in your spaceship on a regular basis. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Energy Torpedoes - The Proton Launcher and Neutron Launcher are advanced Torpedo Components that don't penetrate shields but ignore point-defense, have no travel time, and deal massively increased. 99. Ceramo Metal Materials. ago • Edited 4 yr. When do you use what weapon? For example, when facing opponents which rely heavily on armour typically energy is best to use so would lasers or plasma be best? If plasma is the best, what's the point to lasers or disruptors? Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Elcuern0 • 3 yr. I've read that missiles are the 'OP' way to go from the start vs. Sending in a Demolitions Team using an Army. This is what I have taken away from the information. In the original release version of the game I reliably went with energy weapons and was happy with the results. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Energy weapons also have a "special" kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low. However, it looks like that at some point between then and now weapons were changed considerably. I personally, have always liked shields. Flak on the other hand starts at 50 Tracking and ends at 70. If we want to accelerate an object, then we must apply a force. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. AI because they never spec Point Defense. In my 22 hours I've only. 5 and 0. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. It's even worse if multiple missiles are aiming for the same target. 5 Stellaris Tech Id List – J to P. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I currently struggle to balance damage types, fleet speed and fleet ranges. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Description. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. In the original release version of the game I reliably went with energy weapons and was happy with the results. I usually use the default weapons build, let the computer choose the best weapon Why does he always seem to default to plasma over others?I haven't played in almost a year. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Titans are commonly artillery ships, so they have an energy+kinetic combo that works well with artillery battleships, but artillery ships suffer from minimal range and get rekt by torpedos. It doesn't make sense to me. Energy takes forever. (This doesn't matter as much as it used to - about -4% hits against 30% evasion, now - so enjoy the extra damage and extra shield damage if. Potential Energy is the stored energy in an object or system because of its position or configuration. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. All resources can be stockpiled. So the net profit is very tiny once you factor in upkeep. Energy had your basic lasers, apocalyptic tachyons, and a plethora of variants in between for anti shield duty, anti armor duty, weird electric clouds and anything else you can think of. Battleship - Full X and L weapons. I haven't played in almost a year. In Stellaris, Kinetic weapons are made to take out enemy shields. Kinetic weapons are good because they keep shooting down regenerating shields so that the energy weapons can keep destroying the armor it is good against so both can ultimately attack the hull they are decent against, so for kinetics to be good you need weapons that have a bonus against armor and or hull to use the shields getting shot down. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 5 for the armor, so 1. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Like now missiles really suck so barely anybody uses them. Here are our Stellaris tips to help you out. Neutron Battleship Analysis: Win percentage = 100%. Costs 480 Engineering, Requires Mineral Processing. ago. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. Having fleet will stop them from declaring war at all. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Energy weapons are good against armor but weak against shields. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Definitely. Now yes, it's Stellaris and we can just say "new meta - XL battleships with Carrier core and line computer ftw" and yes you can even design an artillery battleship that isn't awful (as long as you don't mix kinetic weapons with plasma due to the range differences) but when the best way to use a titan (which can't have a line computer). There are a few things to do. . Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. With the recent update to 1. even on the autocannon's worst target it has 40% the effectiveness of plasma. 1 giga cannon, 2 artillery, the rest some kind of laser. As the title says. Large broadside battleship. Shields- 1. I pretty much always go for missles in the beginning in fact that is one of the first things I do when I start the game is refit all of my ships to missiles. The only time I took on a xenophobe awakened (before utopia) was with a combined fleet including: my fleet, the federation fleet,my allies and my vassals which amounted to roughly 620k against their 780k fleet. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Energy Siphons appear to be better than Kinetics for ripping down enemy shields until you get the Level 3 Mass Drivers, and this is actually a rather potent combination with Lasers, because Lasers deal. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. I've read that missiles are the 'OP' way to go from the start vs. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. 1 giga cannon, 2 artillery, the rest some kind of laser. I've read that missiles are the 'OP' way to go from the start vs. Hi all, I've just started my 3rd full play-through and I'm role playing a custom created Dwarven race (in fantasy game I really love them, so I thought I give them a try in Stellaris as well). even on the autocannon's worst target it has 40% the effectiveness of plasma. I've noticed that in base Stellaris minerals never run out through construction of extra mining stations while energy credits never stop being an issue (Even more with Machine empires, since both the Coordinator and Calculator jobs consume Energy, rather than one eating minerals while assembly is no longer minerals. None of these have anything to do with the kinetic tech tree so its not at all uncommon for me to be in like battleship/titan tech levels with only T1 mass drivers as my kinetic weapon :) Physics only have like power, energy buildings, sensors, combat computers and shields as high prio techs and you can put off both shields and energy. There were no shields to worry about so pure energy vaporized them. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Missiles have few strengths and many weaknesses. • 1 yr. In Stellaris, Kinetic weapons are made to take out enemy shields. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Missile weapons suck, energy weapons are ok, but mostly situational (you should only ever use plasma throwers vs armor and neutron torpedoes vs shields), and you really can't go wrong with kinetic. Because i tink that the kinetic wepons right now give an advantage in combat. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. /rival bonus. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. Stellaris. With 3. hull and a bonus vs. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Best. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. For standard battles, it’s tough to beat the reliability and versatility of the simple plasma accelerator, complete with high damage and low energy cost. However, it looks like that at some point between then and now weapons were changed considerably. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. 28s. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 3 Stellaris Tech Id List – C to E. So stack shields and dont neglect strike craft (best) and flak (not. they have a higher bonus vs. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Conversely, they aren’t very good against enemy armor. 4 trade value, 0. Depends kinda on what for a fleet design you are aiming for and what you prefer. For corvettes, do it at a 1:1 ratio. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. You need Flak and Kinetic Artillery and they sit along the kinetic tree. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. It looks like bomber is the best weapon against them. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Title Card Overlay by Wi. AI because they never spec Point Defense. There are 5 designs that are "optimal". The Contingency use energy weapons that are ineffective against shields. I've read that missiles are the 'OP' way to go from the start vs. The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of Stellaris. However, it looks like that at some point between then and now weapons were changed considerably. Search the Wiki for a detailed information, but I would recommend wait until you get to late-game to fight it, depending on the Leviathan, you'll need between 30k and 70k in fleet power to fight it. 50, vs Gamma lasers at 6. Ringworld districts provide a large amount of jobs, sometimes too many. 5 and 0. I have not had good results with explosive weapons so far. Wondering if they're as good as I think they actually are, especially as the speed that fleets close in combat and the range advantage of larger weapons is minimal. 29. And if they have, armor is better than hull against kinetic batteries. In my 22 hours I've only. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. Generally speaking you also want to choose either kinetic, missile or. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). I've read that missiles are the 'OP' way to go from the start vs. The enigmatic decoders are really good on this ship as well. Now yes, it's Stellaris and we can just say "new meta - XL battleships with Carrier core and line computer ftw" and yes you can even design an artillery battleship that isn't awful (as long as you don't mix kinetic weapons with plasma due to the range differences) but when the best way to use a titan (which can't have a line computer). This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. Missiles have few strengths and many weaknesses. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. [deleted] • 5 yr. Then design two types defence platforms. You need Flak and Kinetic Artillery and they sit along the kinetic tree. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Giga cannon has substantially higher base damage per hit, which, despite the fact that tachyon lance has a little more bonus vs hull, still allows for good chance at doing killing shots. Against d1 it will take about 0. This is something I've been observing more and more as I play. Energy is good at baseline, and gets better automatically through tech progress. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In the original release version of the game I reliably went with energy weapons and was happy with the results. Small stormfire autocannon- 19. Gun batteries will mix energy and kinetic (physics/engineering). This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. The mass driver statline just does more raw dps and it's bonuses are better suited to taking out other corvettes then lasers, as well as having a slight range edge. I've read that missiles are the 'OP' way to go from the start vs. Colossus Project ascension perk. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. In my 22 hours I've only. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. strike craft? The late-game counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship, so at a simplistic level it's rocks-paper-scissors between those weapon types. None of these have anything to do with the kinetic tech tree so its not at all uncommon for me to be in like battleship/titan tech levels with only T1 mass drivers as my kinetic weapon :) Physics only have like power, energy buildings, sensors, combat computers and shields as high prio techs and you can put off both shields and energy buildings. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. In the first 100 years or so, missiles out-perform every other weapon system. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I haven't played in almost a year. Makes them able to get through both armour and shields. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. 6+) For those unaware, the "~" command will bring up the console. Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). Then w1 does 3. You starting weapons should make up the backbone of your fleet throughout the entire game. Costs 600 Engineering, Requires Nanocomposite. also, Armor is cool. Destroyers are ideal for a few decades before battleships become common, but. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Missiles start with 0 Evasion and end with 40. It's my default loadout for them, since in the early game it boosts fleet power enough that you can take on destroyers with a good sized swarm, and in the mid-game it's a useful loadout to deal with possible Grey Tempest. Stellaris Mods Used: Extra Ship Components 3. Ships: Shields vs Armor. ) - 155mm Shock Cannon -. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. Part of the chemical energy is converted to the kinetic energy of the car, while part is converted to thermal energy as heat emitted from the. In my 22 hours I've only. In my 22 hours I've only. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. Ship Features: Weapons. gamefaqs_astrophys. Both have the same Accuracy. In the original release version of the game I reliably went with energy weapons and was happy with the results. However, it looks like that at some point between then and now weapons were changed considerably. Also, they have the shortest range weapons out of all the crises. Kinetic Weapons in Stellaris also come in multiple categories. Having a high tier starbase, as best, will stop them from pushing into that system. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 3. So there has been a lot of discussion lately about weapon balance, and even a comment about how the next patch, Heinlein, will have the developers take a closer look at weapon balance and try to work things our accordingly. Koweezo. However, it looks like that at some point between then and now weapons were changed considerably. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. Carrier battleship. Kinetic Weapons. So - kinetic for MP,. In same time energy weapon became only stronger in time - lasers are very mediocre, plasma is strongest anti-armor gun (and we need it to deal with AE and Leviathans) and tachyons are simply best X-sized weapon in game. Reply reply Firedashredragon • Strike craft is game of speed, the closer they are the better they hurt, but the ratio between the range and the survivability of the carrier and very important the enemy range. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. In my 22 hours I've only. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. . Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. ago. In the original release version of the game I reliably went with energy weapons and was happy with the results. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. There are multiple types of kinetic weapons. Kinetic Artillery would be the best L-slot weapon, except I'm not going to bother with a bunch of kinetic repeatables that *only* benefit Titans and nobody else. I like energy weapons because of the lightshow. AI because they never spec Point Defense. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. EDIT: I took a look at the late game tech, and it turns out that Physics has only 3 useless repeatable technologies (Build Cost, Build Speed, Sensor Range) where Engineering has 6 (Strike Craft Damage/Fire Rate, Missile Damage/Fire Rate, Station Health/Damage)[8 if you use energy instead of kinetic weapons]. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. Which is the better weapon to place in our large slots? Should we use neutron launchers? how about cloud lightning? Is the secret really to use kinetic artil. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. In. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. Right out the gate mass drivers are better then red lasers. I've read that missiles are the 'OP' way to go from the start vs. But it also penetrates armor by 50%. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. I haven't played in almost a year. I also have no use for the energy repeatables because I'm going trade federation and getting my energy from trade instead of an energy planet. For standard battles, it’s tough to beat the reliability and versatility of the simple plasma accelerator, complete with high damage and low energy cost. Say I want to have a titan assigned to every fleet. The mega cannon is good against everything, since weapon systems can target individually that means most of the damage bonuses are wasted and that there are no obvious weapons to synergize with. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kuzu90. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. The giga has 50% armor pen, and an extra 33% shield damage. 5 dps against shields and then 2 dps against armor. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. 2k. 25). AI because they never spec Point Defense. 2 days faster than the Arc. When you hover over PD weapons, under "Type" they say "Point Defense, Kinetic". 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. AI because they never spec Point Defense. 7 Technology List – T to Z. Energy weapons are better at defeating shields and or armor, but they have lower overall DPS for the most part than kinetic weapons (not talking about tachyon lances and the like). I've read that missiles are the 'OP' way to go from the start vs. AI because they never spec Point Defense. . Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. In addition, when the Galactic. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Once you get like 4 of each in a fleet, barely anything beats it. an explosive vs. However, it looks like that at some point between then and now weapons were changed considerably. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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). The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. With limited number of disengage chances , you can safely deal pop shots to the hull and not worry about them retreating before the big guns can cycle. I've read that missiles are the 'OP' way to go from the start vs. The Low roll damage for a Lance is an Average roll for. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. Graey • 7 yr.