Stellaris kinetic vs energy. cte ,neddibnU ,nyrohterP ,seripmE nellaF - staerht emag etal ehT . Stellaris kinetic vs energy

 
<b>cte ,neddibnU ,nyrohterP ,seripmE nellaF - staerht emag etal ehT </b>Stellaris kinetic vs energy Having a high tier starbase, as best, will stop them from pushing into that system

However, it looks like that at some point between then and now weapons were changed considerably. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. Then design two types defence platforms. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. Stellaris Ship Design Guide 2023 [3. I have not had good results with explosive weapons so far. 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. 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. AI because they never spec Point Defense. Stellaris Cheats is a searchable list of all Stellaris console commands. Generally speaking you also want to choose either kinetic, missile or. 12 shots without bonuses or with equal kinetic+energy (with each pair of shots dealing 200 damage) 16 shots (12 dealing 50 damage and 4 shots dealing 150 damage) with only one weapon type. ) are good against armor but bad against shields. I've read that missiles are the 'OP' way to go from the start vs. 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. With 3. 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. AI because they never spec Point Defense. These are not as effective as Kinetic at base power, but they do synergize well and allow you to focus on Energy Damage repeatable techs, giving your whole fleet increased performance all at the same time. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. Missiles have few strengths and many weaknesses. Shields are secondary. AI because they never spec Point Defense. When do you use what weapon? For. This lets me focus my tech research on the types of weapons I'm actually using. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Also, get lots of shields since the Contingency's weapons suck vs shields. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 99. 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. 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. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. The icon makes them look like artillery, but I take them to be a scaled-up multi-projectile railgun. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). In my 22 hours I've only. This is manily because there are fewer Physics research stations to build. Kinetic Weapons. that is a 325% difference in base DPS before adjusting for modifiers. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. I haven't played in almost a year. 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. I separated them in pairs. Particle lances on the other hand can synergize very well with kinetic weapons. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. • 1 yr. Ironically, there is an advanced armor option known as Dragonscale Armor. AI because they never spec Point Defense. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. Not only would that've made sense with regard to the P. ago. In my 22 hours I've only. But it also penetrates armor by 50%. 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. 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. Each pair was moved to Star System with no populated planets, spaceports, mining\science\battle\energy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). 6. AI because they never spec Point Defense. In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. I'd like to try and learn how to optimize each ship manually. 1 Lem released, I can finally post this. But how about the. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. Large broadside battleship. Against d2 it will take about 0. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Like now missiles really suck so barely anybody uses them. It’ll also make your Kinetic and Explosive weapons more powerful, which is paramount for protecting your trade routes and territory from pirates or enemy empires. they must be pretty good. However at the start the difference is miniscule. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. Small stormfire autocannon- 19. In the original release version of the game I reliably went with energy weapons and was happy with the results. Here are our Stellaris tips to help you out. 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. Incorporating secondary weapons such as lasers or autocannons can. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. However, it looks like that at some point between then and now weapons were changed considerably. 16 comments. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Having a high tier starbase, as best, will stop them from pushing into that system. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Their destroyers have an ungodly amount of PD, but their battleships don't have any at all, meaning that missiles and strike craft are usually a bad idea. JVendin • 6 yr. I've read that missiles are the 'OP' way to go from the start vs. The energy of a body or a system with respect to the motion of the body or of the particles in the system. In the original release version of the game I reliably went with energy weapons and was happy with the results. When the enemy has many ships bigger the crusiers make X slot battleships with the X slot being either energy or kinetic, and all L slots being the oopspote damage type. In my 22 hours I've only. Still need a minimum amount of Energy regardless, for the Hull damage. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. In Stellaris, Kinetic weapons are made to take out enemy shields. 13. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. For example, if the enemy has 2 laser 1 kinetic 2 shield 1 armor, you should build corvettes with 1 laser 2 kinetic 2 shield 1 armor. . For the record, in stellaris 2. this version is for reworked tactical system. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Neutons in large. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. A. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Only use armor on ships if you have a spare place due to energy reasons (talking early game). 2 days faster than the Arc. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I use 1 titan (each titan has a different aura) and the rest battleships. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. Right out the gate mass drivers are better then red lasers. Energy weapons are good against armor but weak against shields. In Stellaris, one can benefit from this for quicker achievement of the following:. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. HugsAndSnuggles. Best. One with a snare aura, level 1 guns and armor (cheap, expendable). T3 disruptors output more DPS per slot than CL, and both weapons have so low average hull damage per hit that the difference in disengange chance is negligible against anything. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Flak does less damage per shot, in contrast, but is. The Perdition Beam still gets some benefits from energy repeatables, but it's literally the only thing in my fleet that is going to be bothered by an enemy's shields which isn't great. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. • 4 yr. The big advantage of void beam is the energy repeatable buff it as well as the plasma. ago. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. 00. 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. I haven't played in almost a year. 57s for the shield and 0. The Contingency use energy weapons that are ineffective against shields. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. As the title says. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. gamefaqs_astrophys. Once you get like 4 of each in a fleet, barely anything beats it. This command adds the specified amount of energy credits to your energy credits amount. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. [8 if you use energy instead of kinetic weapons]. However, it looks like that at some point between then and now weapons were changed considerably. The sinews of war are infinire money. A lot of armor, go energy. Kinetics. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of different sizes and ranges. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Large carrier cruiser. I've read that missiles are the 'OP' way to go from the start vs. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. 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. 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. There are currently a few different research projects going on right now which are aimed at creating a barrier of dense energy between an armoured vehicle and a projectile. 7 Technology List – T to Z. Sending in a Demolitions Team using an Army. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. I haven't played in almost a year. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). 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 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. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Conversely, they aren’t very good against enemy armor. 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. PD is slightly harder hitting, Flak can reach a higher Tracking. For corvettes, do it at a 1:1 ratio. I've read that missiles are the 'OP' way to go from the start vs. It might not kill them outright, but it will take a lot of their shields/armour, and may even damage them - making them less combat effective. Physics research. I believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. Stellaris. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 0 unless otherwise noted. The artillery ones I believe target fighters whereas the other targets missles and kinetic weapons idk for sure though Reply reply ahtemsah • Energy picket for missiles, flak for aircraft iirc, and stormfire autocannons are super on a corv. There are 5 designs that are "optimal". 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. The focused arc emitter does 11. I haven't played in almost a year. Flak does less damage per shot, in contrast, but is. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. Having 20 pops all researching is nice, but not when you can't. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. 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. Armor is good against Kinetic weapons. Let w1 be 1 energy and 2 kinetic and w2 the other way around and let d1 be 2 shields and 1 armor and d2 the opposite. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. 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. 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. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Costs 600 Engineering, Requires Nanocomposite. I've read that missiles are the 'OP' way to go from the start vs. If the enemy has a lot of shields, go for kinetic. Graey • 7 yr. 16 comments. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. This is something I've been observing more and more as I play. One with a snare aura, level 1 guns and armor (cheap, expendable). In my 22 hours I've only. Ceramo Metal Materials. Penetration is an important part of the metagame, especially around the T2 tech level, but it's an RPS balancing act like kinetic vs energy and PD vs missiles. AI because they never spec Point Defense. All resources can be stockpiled. But that is only even taking into account the enemy damage types. The enigmatic decoders are really good on this ship as well. It's totally backwards to me. ago. AI because they never spec Point Defense. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. Neutron Battleship Analysis: Win percentage = 100%. AI because they never spec Point Defense. It is much easier to get the best kinetic than energy. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. 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. In Stellaris, Kinetic weapons are made to take out enemy shields. The. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. However, it looks like that at some point between then and now weapons were changed considerably. Small plasma cannon- 6. 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. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. yea i mean the fallen empires rely heavily on them. Hull- 9. Both have the same Accuracy. Giga cannon is more or less good vs everything. In my 22 hours I've only. Carrier battleship. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. As the title says. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. Now I just have to re-train my Elite angerous brain to remember that in Stellaris energy is good vs hull, kinetic good vs shields. Then w1 does 3. Stellaris Real-time strategy Strategy video game Gaming. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. Definitely. Fleet Power: The Neutron Battleships had a fleet power of 86. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. I've read that missiles are the 'OP' way to go from the start vs. Ceramo Metal Materials. Costs 600 Engineering, Requires Nanocomposite. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Later on, fancy long range weapons start to appear and by the advent of kinetic batteries and heavy launchers there is little to no reason to use the L sized. Most people would recommend piling up the free. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Lets break down the weapon and defence components available in Stellaris. E. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Energy Siphons are potent early game weapons. Legacy Wikis. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. 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. Our Result. In the original release version of the game I reliably went with energy weapons and was happy with the results. BusterHighmann. Distruptors yes, siphons no. 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. 32, 5. Since lasers are a bit on the Elvish side of things, I thought I'll try to avoid them and play only with kinetic weapons and missiles/torpedoes. Caravaneers. Small plasma cannon- 6. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I love kinetic weapons. g. Kinetic pair and Energy pair (G vs A; P vs L). 27. Signature Weapons [3. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Gun batteries will mix energy and kinetic (physics/engineering). 6 combat rebalance update. However, it looks like that at some point between then and now weapons were changed considerably. . My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. It doesn't make sense to me. I've developed a system of ship designators to assist in fleet design and upgrade. 5 × m × v². that is a 325% difference in base DPS before adjusting for modifiers. Go to Stellaris r/Stellaris. However, I wanted to. This is what I have taken away from the information. Because i tink that the kinetic wepons right now give an advantage in combat. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Particle lances on the other hand can synergize very well with kinetic weapons. Examples, Generator & More: cash <Amount> Copy Command Copy Full. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. Both have its pros and cons. I like energy weapons because of the lightshow. 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. The Low roll damage for a Lance is an Average roll for. 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. 1K 48K views 1 year ago Which is the. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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. In my 22 hours I've only. In the original release version of the game I reliably went with energy weapons and was happy with the results. In my 22 hours I've only. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Ditch the Tachyon lance unless you're going up against Prethoryn. In my 22 hours I've only. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Shields- 1. [deleted] • 5 yr. Mechanically, each type of spaceborne alien is considered a special type of empire,. Unlocking each requires you to have the proper level of strike craft technology and a matching. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. also, Armor is cool. I've read that missiles are the 'OP' way to go from the start vs. 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. Definitely. Very happy to announce my mod has gone public and is available on Steam here. Phifty56 • 6 yr. As it stands now, kinetic vs energy is a joke. In my 22 hours I've only. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. ago. They only use energy weapons and strike craft. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). In my 22 hours I've only. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. 5. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. they have a higher bonus vs. 54, 29. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. 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. Large broadside battleship. Still need a minimum amount of Energy regardless, for the Hull damage. Kinetic weapons (Gauss Cannons) are good against. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. However, it looks like that at some point between then and now weapons were changed considerably. Then design two types defence platforms. 25), or Energy and Consumer Goods (1= 0. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. 1. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). AI because they never spec Point Defense. I personally, have always liked shields. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. 7k and the Kinetic Battleships had a fleet power of 88. I haven't played in almost a year. 28s. Kinetic Artillery is the best Large kinetic weapon period. Maybe something like 1/50000 chance. 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). Use arc emitters and kinetic battery. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Disruptors I mostly don't use unless. 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. an explosive vs. I haven't played in almost a year. Small stormfire autocannon- 19. The Low roll damage for a Lance is an Average roll for. Autobest will often spam things like disrupters which suck, and you won't be focusing your tech on just two or three damages, which will help you tech up faster. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Here are our Stellaris tips to help you out. Almost everything you build on a planet has an upkeep cost, and it's usually energy. I built my fleet to counter the enemy's (they had only missiles) by giving my ships Point Defense and Kinetic weapons to counter their shields. AI because they never spec Point Defense. It usually isn't ignored by weapons. I like energy weapons because of the lightshow. Advanced kinetic weapons require Volatile Motes to build.