Stellaris kinetic vs energy. The Low roll damage for a Lance is an Average roll for. Stellaris kinetic vs energy

 
 The Low roll damage for a Lance is an Average roll forStellaris kinetic vs energy  However Tiyanki are, at least in my games, not extremely common

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. I personally, have always liked shields. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. However, it looks like that at some point between then and now weapons were changed considerably. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. 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. 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. Sending in a Demolitions Team using an Army. 29. ago. 5 for the armor, so 1. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. half kinetic half energy until I see enemies I can exploit like prethoryn. 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. Flak on the other hand starts at 50 Tracking and ends at 70. In my 22 hours I've only. 16 DPS. 5 and 0. And at least it sounds plausible. 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. 2k. Hangars is fighters, but upgrades are wonky for strike craft so the actual combat value will degrade as you get further into repeatables and PD negates them. Energy and Kinetic point defense systems, and they both cost the same in terms of power and alloys, and have the same cooldown, accuracy and range. I've read that missiles are the 'OP' way to go from the start vs. 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 the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. Title Card Overlay by Wi. This lets me focus my tech research on the types of weapons I'm actually using. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. Relation to environment. Very happy to announce my mod has gone public and is available on Steam here. However, it looks like that at some point between then and now weapons were changed considerably. Stellaris Wiki Active Wikis. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. 412K subscribers in the Stellaris community. 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. I've read that missiles are the 'OP' way to go from the start vs. 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. Kinetic Batteries: best large kinetic weapon, like the kinetic version of Launchers Specialized Explosives: Torpedo, Swarm Torpedoes: slower, tankier, less accurate and shorter range compared to missiles but have a much higher damage output and does bonus damage against armour instead of hull; for use against heavier shipsAll resources can be stockpiled. View this video if you want to lea. 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. 25. 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. 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. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The only exception is when you’re countering something specific. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Potential Energy is the stored energy in an object or system because of its position or configuration. 10 missile corvettes vs 10 PD corvettes doesnt go so well. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. Large carrier cruiser. 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). Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to. AI because they never spec Point Defense. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 6 combat rebalance update. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Traits. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. even on the autocannon's worst target it has 40% the effectiveness of plasma. However, I wanted to. 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. 00. Phifty56 • 6 yr. However, it looks like that at some point between then and now weapons were changed considerably. In my 22 hours I've only. Gotcha, that makes sense. Basically there's 2 options - trade and generators. AI because they never spec Point Defense. 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 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. Almost everything you build on a planet has an upkeep cost, and it's usually energy. Stellaris Wiki Active Wikis. 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. While velocity can have a positive or negative value, velocity squared is always positive. So the net profit is very tiny once you factor in upkeep. If the enemy has a lot of shields, go for kinetic. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 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). I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. Definitely. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. #3. 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. 2. 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. If you're fighting other empires, I go with a mix of artillery battleships (pick your poison, energy or kinetic) and carrier battleships (because high evasion corvettes suck). This is something I've been observing more and more as I play. 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. The focused arc emitter does 11. 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. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Armor- 12. In addition, when the Galactic. gamefaqs_astrophys. I haven't played in almost a year. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. Stellaris Real-time strategy Strategy video game Gaming. 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. 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. 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. Against d2 it will take about 0. 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. 7 Technology List – T to Z. Neutron Battleship Analysis: Win percentage = 100%. ) are good against armor but bad against shields. Because i tink that the kinetic wepons right now give an advantage in combat. Kinetic Battleship Analysis: N/A. 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. I've developed a system of ship designators to assist in fleet design and upgrade. overall, the energy torpedoes are the better weapon in my opinion. AI because they never spec Point Defense. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. IMHO the much better way is to stick with explosive + strike craft. For the record, in stellaris 2. Be aware this is a work in progress. . 32, 5. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Because i tink that the kinetic wepons right now give an advantage in combat. Particle lances on the other hand can synergize very well with kinetic weapons. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). This is what I have taken away from the information. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. And if they have, armor is better than hull against kinetic batteries. It looks like bomber is the best weapon against them. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. I've read that missiles are the 'OP' way to go from the start vs. they have a higher bonus vs. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. 16 comments. +4Energy, -0. 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. 50, vs Gamma lasers at 6. ago. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 54, 29. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Once you get like 4 of each in a fleet, barely anything beats it. Click to expand. Neutron Battleship Analysis: Win percentage = 100%. 2 days faster than the Arc. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I've read that missiles are the 'OP' way to go from the start vs. 32, 5. 1K 48K views 1 year ago Which is the. Kinetics. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. Content is available under Attribution-ShareAlike 3. 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. name, but it could've also subsumed or replaced the rather arbitrary +. However, it looks like that at some point between then and now weapons were changed considerably. 3, I've been running all Kinetic weapons heavy ships. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. plasma meanwhile has 5% of the effectiveness of. Then again, Kinetic weapons wreck shields better than Disruptors, and larger varients also bypass armour. Two autocannons and one plasma. Shields- 1. But that is only even taking into account the enemy damage types. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Having 20 pops all researching is nice, but not when you can't. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. The question is what I want to do in my next game. I've been playing around with trade value and ecumenopolis a bit and I realize that producing energy via trade is much more convenient than doing it throught normal means: a generator district produces 8 base energy and employs 2 pops, while a basic commercial zone produces 10 trade value, 10 amenities and employs 5 people. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. Prioritize/limit jobs. Plasma Auto. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. This page was last edited on 14 October 2017, at 10:53. 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. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. IMHO the much better way is to stick with explosive + strike craft. 16 DPS. 5 dps against shields and then 2 dps against armor. The guns strip the shields, the lance cooks the rest. AHostOfIssues • 4 yr. /rival bonus. One with a snare aura, level 1 guns and armor (cheap, expendable). Gotcha, that makes sense. Best. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Armor- 12. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. Best. 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. They are meant to inflict heavy damage against enemy shields. 6 Technology List – Q to S. Stellaris Mods Used: Extra Ship Components 3. 7k and the Kinetic Battleships had a fleet power of 88. A lot of armor, go energy. Ditch the Tachyon lance unless you're going up against Prethoryn. 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. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. In my 22 hours I've only. With 3. Another key point to note: Energy torpedoes CANNOT be shot down by PD. I haven't played in almost a year. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In my 22 hours I've only. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. Large broadside battleship. 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. However, it looks like that at some point between then and now weapons were changed considerably. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Stellaris Real-time strategy Strategy video game Gaming. Thoughts on 3. Shields are secondary. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. [deleted] • 5 yr. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Costs 480 Engineering, Requires Mineral Processing. Starfighters! [3. . Finally kinetic stacking will work in enough numbers to strip those big shield numbers, but this will take time that their fleets are pounding yours. 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. Maybe something like 1/50000 chance. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 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. 6. Missiles have few strengths and many weaknesses. Legacy Wikis. I haven't played in almost a year. I've read that missiles are the 'OP' way to go from the start vs. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. P. Makes them able to get through both armour and shields. AI because they never spec Point Defense. 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. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. Stellaris. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. In my 22 hours I've only. It usually isn't ignored by weapons. I haven't played in almost a year. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Ditch the Tachyon lance unless you're going up against Prethoryn. first damage out put and stack research for energy/ kinetic damage. have rather significant amounts of PD, making missile based weaponry significantly less effective. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Secondly, Starbases are way more cost effective than fleets in the early game. A. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. hull and a bonus vs. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. This isn't the first time it this has happened. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. As it stands now, kinetic vs energy is a joke. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I haven't played in almost a year. I haven't played in almost a year. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. 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. I wanted to get tips from you guys about battleship design. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. 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. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. However, it looks like that at some point between then and now weapons were changed considerably. 75CG. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 5. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. But they fall a bit flat against their armors. I personally, have always liked shields. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Kinetic Weapons. Signature Weapons [3. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. Welcome to Stellaris! You can find all the load outs of fallen empire ships. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . 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). Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. I like energy weapons because of the lightshow. 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. 25). However, it looks like that at some point between then and now weapons were changed considerably. Giga cannons do not do the job like arc emitters and cloud lighting is too short. 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]. Autocannons are still solid good on Corvs to fight other Corvs. You starting weapons should make up the backbone of your fleet throughout the entire game. Gun batteries will mix energy and kinetic (physics/engineering). 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 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. overall, the energy torpedoes are the better weapon in my opinion. 6. I've read that missiles are the 'OP' way to go from the start vs. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Darsol • 7 yr. Because i tink that the kinetic wepons right now give an advantage in combat. 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. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 5 and 0. View this video if you want to learn which weapons are best to use in the. Accuracy is the standard/max to-hit of a weapon. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Title Card Overlay by Wi. plasma meanwhile has 5% of the effectiveness of. Starfighters! [3. Only use armor on ships if you have a spare place due to energy reasons (talking early game). Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. It's even worse if multiple missiles are aiming for the same target. 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. 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. If the enemy has a lot of shields, go for kinetic. The main attribute is fleet DPS vs station shield regen rate. 8 (applies to 3. they must be pretty good. Kauldric Jul 30, 2022 @ 12:58pm. 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. 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. Kinetic Batteries: best large kinetic weapon, like the kinetic version of Launchers Specialized Explosives: Torpedo, Swarm Torpedoes: slower, tankier, less accurate and shorter range compared to missiles but have a much higher damage output and does bonus damage against armour instead of hull; for use against heavier shipsIf you get the first Volley. AI because they never spec Point Defense. 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. Kinetic Weapons. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. ago. 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 my 22 hours I've only. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. The other with a shield debuff aura, your best armor, and your best medium guns. . Then design two types defence platforms. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Distruptors are good brawling weapons for close range front line ships. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. . Hull- 9. Try to put a priority on researching the building upgrades for your energy producing buildings. 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. 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. an explosive vs. There's a Policy that will let you decide what Trade Value turns into each month. 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. Stellaris Ship Design Guide 2023 [3. Also, get lots of shields since the Contingency's weapons suck vs shields. In my 22 hours I've only. PD starts with 10 Tracking and ends with 30. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. Subscribe to download. Say I want to have a titan assigned to every fleet.