I like energy weapons because of the lightshow. 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. they have a higher bonus vs. Kuzu90. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. 5. Click to expand. I separated them in pairs. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. AI because they never spec Point Defense. The icon makes them look like artillery, but I take them to be a scaled-up multi-projectile railgun. Missiles start with 0 Evasion and end with 40. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. Kinetic Weapons. ago. 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. 1 torp, 1 disruptor corvette. However, it looks like that at some point between then and now weapons were changed considerably. A blend of Kinetic and Energy weapons will allow players to deal with both the Shields and Armor, while Whirlwind Missiles can overwhelm the Dreadnought's Point Defense and ignore Shields entirely. 16 comments. I know they are several older threads about this topic, but I don't want to be a necrophile. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. ago • Edited 4 yr. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. 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). I've read that missiles are the 'OP' way to go from the start vs. Plasma Auto. As the title says. I haven't played in almost a year. I've read that missiles are the 'OP' way to go from the start vs. 54, 29. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. 1 giga cannon, 2 artillery, the rest some kind of laser. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Title Card Overlay by Wi. Global Energy Management, Automated Exploration Protocols, Specialized. Giga cannons do not do the job like arc emitters and cloud lighting is too short. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Accuracy is the standard/max to-hit of a weapon. This lets me focus my tech research on the types of weapons I'm actually using. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Sending in a Demolitions Team using an Army. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. AI because they never spec Point Defense. 60 on CL) and they deal less damage (38average vs. Kauldric Jul 30, 2022 @ 12:58pm. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 16 comments. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I like to use Kinetic for the initial long range engagement. Another key point to note: Energy torpedoes CANNOT be shot down by PD. I've read that missiles are the 'OP' way to go from the start vs. 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. 5K subscribers Join Subscribe 2. However, I wanted to. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. I haven't played in almost a year. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. . However, it looks like that at some point between then and now weapons were changed considerably. Physics research. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. In the original release version of the game I reliably went with energy weapons and was happy with the results. 99 DPS. I've read that missiles are the 'OP' way to go from the start vs. Welcome to Stellaris! You can find all the load outs of fallen empire ships. Energy & Armies – Three players involved. I've read that missiles are the 'OP' way to go from the start vs. ago. Having fleet will stop them from declaring war at all. 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. 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. 2. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Autocannon vs Railgun is more up for debate for S and M. Try to put a priority on researching the building upgrades for your energy producing buildings. I haven't played in almost a year. Even ignoring natural tile resources if needed. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. ago. 54, 29. 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. Our fleets were "Equivalent". So stack shields and dont neglect strike craft (best) and flak (not. Stellaris Real-time strategy Strategy video game Gaming. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. Kinetic pair and Energy pair (G vs A; P vs L). My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. Kinetic Artillery is the best Large kinetic weapon period. In the original release version of the game I reliably went with energy weapons and was happy with the results. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. It looks like bomber is the best weapon against them. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. armor, so they are better suited to kill starbases (higher tier bases have huge amount of hull and usually more armor than shields, since the base design comes with built in armor independet of the armor pieces in the defensive slots) Twitch - This is a quick and dirty video going over the different categories of Energy weapons. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). In my 22 hours I've only. 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. I've read that missiles are the 'OP' way to go from the start vs. Because i tink that the kinetic wepons right now give an advantage in combat. Ceramo Metal Materials. In Stellaris, Kinetic weapons are. I've read that missiles are the 'OP' way to go from the start vs. Edit: apparently not I don't think it's a great advantage, but I guess if you want to sacrifice a bit of destructive power for more defensibility, it's goodI haven't played in almost a year. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. Which basically means you need kinetic weapons. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. In my 22 hours I've only. Graey • 7 yr. 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. However Tiyanki are, at least in my games, not extremely common. 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. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. The most straightforward is the energy/kinetic mix, which either uses Giga Cannon + 4 Neutron Launchers or Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The tachyon lance does 15. Because i tink that the kinetic wepons right now give an advantage in combat. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Use arc emitters and kinetic battery. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. ago. 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. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Energy weapons are good against armor but weak against shields. Disruptors have 10 less range (50 vs. Depends kinda on what for a fleet design you are aiming for and what you prefer. Costs 480 Engineering, Requires Mineral Processing. The focused arc emitter does 11. There are usually just two types of compositions in my fleets (1:1 ratio, they are supposed to work in pairs): max fleet cap swarmer corvette hordes (2 kinetic, 1 energy/1 shield, 2 armor and an afterburner is the loadout) and ~22 artillery battleships led by a titan with -shield aura (giga cannons, balanced weapons). E. Makes them able to get through both armour and shields. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. TTundri • 6 mo. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Earthbound (+15% Energy, +20% Army Damage) Thrifty (+15% Energy)My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Kinetic Weapons. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Without it, the whole thing would come falling down. Here are our Stellaris tips to help you out. (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. I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. 6 combat rebalance update. Armor- 12. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. One for armor, and one for shields (2 pairs). It is much easier to get the best kinetic than energy. 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. 7k and the Kinetic Battleships had a fleet power of 88. The Contingency use energy weapons that are ineffective against shields. [deleted] • 5 yr. 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. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 2. I believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 6. . 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. Definitely. 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). 07s in total. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Kauldric Jul 30, 2022 @ 12:58pm. 16 DPS. Fleet Power: The Neutron Battleships had a fleet power of 86. Content is available under Attribution-ShareAlike 3. But how about the. Its DPS is 4. 2 days faster than the Arc. The best choice is to cause a lower-estimate local power surge, as this will cause the Expedition to proceed for only 50 Energy Credits. Kinetics. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Conversely, they aren’t very good against enemy armor. View this video if you want to lea. It's totally backwards to me. In my 22 hours I've only. 32, 5. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. The question is what I want to do in my next game. Mechanically, each type of spaceborne alien is considered a special type of empire,. Small stormfire autocannon- 19. However, it looks like that at some point between then and now weapons were changed considerably. 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). you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. 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. There are multiple types of kinetic weapons. AI because they never spec Point Defense. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. In my 22 hours I've only. I've read that missiles are the 'OP' way to go from the start vs. This page was last edited on 14 October 2017, at 10:53. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. ) are good against armor but bad against shields. They are meant to inflict heavy damage against enemy shields. So - kinetic for MP,. 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. Members Online • [deleted]. In the original release version of the game I reliably went with energy weapons and was happy with the results. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Lets break down the weapon and defence components available in Stellaris. In my 22 hours I've only. This page was last edited on 14 October 2017, at 10:53. However, it looks like that at some point between then and now weapons were changed considerably. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 99. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Armor is good against Kinetic weapons. 1 giga cannon, 2 artillery, the rest some kind of laser. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Both have its pros and cons. In essence, lasers are a more balanced weapon capable of taking on multiple roles, whereas plasma is more specialized at one role, being anti armor/hull. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. In my 22 hours I've only. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. As the title says. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. 7 Technology List – T to Z. The Low roll damage for a Lance is an Average roll for. 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. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Also, get lots of shields since the Contingency's weapons suck vs shields. 2 days faster than the Arc. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. AI because they never spec Point Defense. an explosive vs. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Certain buildings and other sources. AI because they never spec Point Defense. Because i tink that the kinetic wepons right now give an advantage in combat. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Like now missiles really suck so barely anybody uses them. Use arc emitters and kinetic battery. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. This energy can be released in a car engine when the gasoline combusts, producing high-temperature gases that move the engine’s pistons and, ultimately, propel the car forward (kinetic energy) 1 . A. I haven't played in almost a year. A blend of Kinetic and Energy weapons will allow players to deal with both the Shields and Armor, while Whirlwind Missiles can overwhelm the Dreadnought's Point Defense and ignore Shields entirely. It is probably better to replace the spinal bow with a hangar bow. For every other component, just use the best available. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Torpedo corvettes were meta some time ago, but were nerfed. I wanted to get tips from you guys about battleship design. 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. ago. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. half kinetic half energy until I see enemies I can exploit like prethoryn. Small plasma cannon- 6. Only use armor on ships if you have a spare place due to energy reasons (talking early game). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Traits. AI because they never spec Point Defense. 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. What the arc emitters don't destroy in the first volley the strike. Having a high tier starbase, as best, will stop them from pushing into that system. In the original release version of the game I reliably went with energy weapons and was happy with the results. I haven't played in almost a year. However at the start the difference is miniscule. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. In the first 100 years or so, missiles out-perform every other weapon system. I haven't played in almost a year. Subscribe to download. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. 3 Stellaris Tech Id List – C to E. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. 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. 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. HugsAndSnuggles. It lacks the bonus to hull damage lasers have. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. Maybe something like 1/50000 chance. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. However, it looks like that at some point between then and now weapons were changed considerably. One with a snare aura, level 1 guns and armor (cheap, expendable). View this video if you want to learn which weapons are best to use in the. . Carrier battleship. Particle lances on the other hand can synergize very well with kinetic weapons. hull and a bonus vs. However, it looks like that at some point between then and now weapons were changed considerably. After work has been done, energy has been transferred to the object, and the object will be moving with a new constant speed. 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. Designations tell what kind of weapons and defense were deployed. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. Still need a minimum amount of Energy regardless, for the Hull damage. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Applying a force requires us to do work. Hull- 9. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. But, past year 100 or so, you want to switch to energy weapons. 99. Kinetic pair and Energy pair (G vs A; P vs L). 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 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. Energy Siphons are potent early game weapons. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. 32, 5. Flak does less damage per shot, in contrast, but is. I've read that missiles are the 'OP' way to go from the start vs. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. Koweezo. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Ditch the Tachyon lance unless you're going up against Prethoryn. However, it looks like that at some point between then and now weapons were changed considerably. 57s for the shield and 0. I've read that missiles are the 'OP' way to go from the start vs. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. PD is slightly harder hitting, Flak can reach a higher Tracking. The other with a shield debuff aura, your best armor, and your best medium guns. 0 unless otherwise noted. 68,5 average) so enemies have a higher chance to disengange. 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). They only use energy weapons and strike craft. 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 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. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. I like energy weapons because of the lightshow. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Kinetic weapons have a decent range (longer than lasers) and are fairly effective against shields, they shine with their high fire rate, and +33% shield damage (the base level at least) but are combated well by their weakness to physical armorProton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. 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. In my 22 hours I've only. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. In the original release version of the game I reliably went with energy weapons and was happy with the results. Hull- 9. Title Card Overlay by Wi. AI because they never spec Point Defense.