stellaris kinetic vs energy. 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. stellaris kinetic vs energy

 
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 rangestellaris kinetic vs energy  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

When do you use what weapon? For example, when facing opponents which rely heavily on armour typically energy is best to use so would lasers or plasma be best? If plasma is the best, what's the point to lasers or disruptors? Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. Disruptors I mostly don't use unless. However, it looks like that at some point between then and now weapons were changed considerably. However at the start the difference is miniscule. Graey • 7 yr. 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. 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. Shield Enhence repeatable tech ---> Engineering area. In my 22 hours I've only. Which basically means you need kinetic weapons. 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. Flak on the other hand starts at 50 Tracking and ends at 70. In the original release version of the game I reliably went with energy weapons and was happy with the results. Subscribe to download. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. Still need a minimum amount of Energy regardless, for the Hull damage. 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]. 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. Flak does less damage per shot, in contrast, but is. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Which basically means you need kinetic weapons. 6. Sending in a Demolitions Team using an Army. Stellaris Cheats is a searchable list of all Stellaris console commands. Because i tink that the kinetic wepons right now give an advantage in combat. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Basically there's 2 options - trade and generators. If the enemy uses missiles, just smack PD on your ships to counter. 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. AI because they never spec Point Defense. 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. Content is available under Attribution-ShareAlike 3. Even ignoring natural tile resources if needed. However, it looks like that at some point between then and now weapons were changed considerably. Kuzu90. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Large broadside battleship. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. The guns strip the shields, the lance cooks the rest. It is probably better to replace the spinal bow with a hangar bow. 5K subscribers Join Subscribe 2. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Phifty56 • 6 yr. I have not had good results with explosive weapons so far. (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 have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. In the original release version of the game I reliably went with energy weapons and was happy with the results. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 6 combat rebalance update. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Applying a force requires us to do work. 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. hull and a bonus vs. 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. This page was last edited on 14 October 2017, at 10:53. Once you get like 4 of each in a fleet, barely anything beats it. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. ago. 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. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. The enigmatic decoders are really good on this ship as well. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. 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 mean if you look at the missiles you know you can shoot them down whit point defense, energy. In addition, when the Galactic. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. 1 giga cannon, 2 artillery, the rest some kind of laser. AI because they never spec Point Defense. ) are good against armor but bad against shields. The. 16 comments. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Ceramo Metal Materials. Conversely, they aren’t very good against enemy armor. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. All resources can be stockpiled. . 2. 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. 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). ) are good against armor but bad against shields. 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 like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. There are 5 designs that are "optimal". that is a 325% difference in base DPS before adjusting for modifiers. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. [deleted] • 5 yr. an explosive vs. ago. 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. Elcuern0 • 3 yr. Flak on the other hand starts at 50 Tracking and ends at 70. I like to use Kinetic for the initial long range engagement. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Energy Siphons appear to be better than Kinetics for ripping down enemy shields until you get the Level 3 Mass Drivers, and this is actually a rather potent combination with Lasers, because Lasers deal. Energy weapons 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. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. 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. ago. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. AI because they never spec Point Defense. 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. In Stellaris, Kinetic weapons are. The kinetic energy formula defines the relationship between the mass of an object and its velocity. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Still need a minimum amount of Energy regardless, for the Hull damage. Generally speaking you also want to choose either kinetic, missile or. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. ) - 155mm Shock Cannon -. . Examples, Generator & More: cash <Amount> Copy Command Copy Full. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. There's a Policy that will let you decide what Trade Value turns into each month. 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. This command adds the specified amount of energy credits to your energy credits amount. After work has been done, energy has been transferred to the object, and the object will be moving with a new constant speed. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. Go to Stellaris r/Stellaris • by [deleted] Kinetic - Stellaris for Small Galaxies. Particle lances on the other hand can synergize very well with kinetic weapons. However, it looks like that at some point between then and now weapons were changed considerably. 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. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Definitely. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. So first why not change the hole slot system to be more like…Stellaris. Koweezo. 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. In my 22 hours I've only. Small stormfire autocannon- 19. Kinetic Battleship Analysis: N/A. 6 combat rebalance update. 4 trade value, 0. However, it looks like that at some point between then and now weapons were changed considerably. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Description. 2 days faster than the Arc. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. 5. However, it looks like that at some point between then and now weapons were changed considerably. In my 22 hours I've only. But it never gets any upgraded versions of it, while your Kinetics line does (Mass Driver -> Coilgun -> Railgun -> Advanced Railgun -> Gauss Cannon, plus this research line eventually unlocking the even more powerful Kinetic Battery -> Kinetic Artillery). Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. But how about the. [deleted] • 5 yr. • 4 yr. However, it looks like that at some point between then and now weapons were changed considerably. Thoughts on 3. 3, I've been running all Kinetic weapons heavy ships. I separated them in pairs. I've read that missiles are the 'OP' way to go from the start vs. 6. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. 3 Stellaris Tech Id List – C to E. So in my opinion the giga canon is really the way to go. In the original release version of the game I reliably went with energy weapons and was happy with the results. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 5 for the armor, so 1. this version is for reworked tactical system. P. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. 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. Use arc emitters and kinetic battery. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. As the title says. 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. I haven't played in almost a year. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. There is some retargeting in stellaris so anti shield weapons prefer to fire at shielded enemies and its usually important to have at least some anti shield damage. Giga cannon is more or less good vs everything. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 16 DPS. they have a higher bonus vs. 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. 50, vs Gamma lasers at 6. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. Then w1 does 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. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. I've read that missiles are the 'OP' way to go from the start vs. gamefaqs_astrophys. 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. 13. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. 28s. even on the autocannon's worst target it has 40% the effectiveness of plasma. The guns strip the shields, the lance cooks the rest. 2k. Destroyers- if you use them, should be built for alpha and to die. Also, they have the shortest range weapons out of all the crises. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. 5 inf. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. They are meant to inflict heavy damage against enemy shields. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I like energy weapons because of the lightshow. 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. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. However, it looks like that at some point between then and now weapons were changed considerably. Stellaris. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. 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. Ship Features: Weapons. But how about the. Two autocannons and one plasma. In my 22 hours I've only. Ships: Shields vs Armor. I've developed a system of ship designators to assist in fleet design and upgrade. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. First Choice. Ditch the Tachyon lance unless you're going up against Prethoryn. However, I wanted to. Also, get lots of shields since the Contingency's weapons suck vs shields. This is something I've been observing more and more as I play. The tachyon lance does 15. Subscribe to download. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. If you don't have those, go for max armor and crystal forged hull. Best. R5: I tested several battleship designs against the Contingency. Destroyers are ideal for a few decades before battleships become common, but. I pretty much always go for missles in the beginning in fact that is one of the first things I do when I start the game is refit all of my ships to missiles. In the original release version of the game I reliably went with energy weapons and was happy with the results. Kinetic Weapons. 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. AI because they never spec Point Defense. ago • Edited 4 yr. Kinetics. You starting weapons should make up the backbone of your fleet throughout the entire game. Small stormfire autocannon- 19. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Then again, Kinetic weapons wreck shields better than Disruptors, and larger varients also bypass armour. 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. Shields are good against Energy weapons. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Certain buildings and other sources. I haven't played in almost a year. Large carrier cruiser. 1 Comments. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. even on the autocannon's worst target it has 40% the effectiveness of plasma. But how about the. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. I use plasma on my corvette swarms. Designations tell what kind of weapons and defense were deployed. I've read that missiles are the 'OP' way to go from the start vs. I tend to favor Physics when I build sci labs, however. I've read that missiles are the 'OP' way to go from the start vs. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. I use 1 titan (each titan has a different aura) and the rest battleships. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 412K subscribers in the Stellaris community. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Having 20 pops all researching is nice, but not when you can't. JVendin • 6 yr. Energy & Armies – Three players involved. Large broadside battleship. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. Having fleet will stop them from declaring war at all. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. Almost everything you build on a planet has an upkeep cost, and it's usually energy. Caravaneers. 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. 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. 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. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. Stellaris Ship Design Guide 2023 [3. In my 22 hours I've only. So the net profit is very tiny once you factor in upkeep. Giga cannons do not do the job like arc emitters and cloud lighting is too short. 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). #7. However, it looks like that at some point between then and now weapons were changed considerably. View this video if you want to lea. I've noticed that in base Stellaris minerals never run out through construction of extra mining stations while energy credits never stop being an issue (Even more with Machine empires, since both the Coordinator and Calculator jobs consume Energy, rather than one eating minerals while assembly is no longer minerals. 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). 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. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Penetration doesn't "cover all bases" in a multiplayer context - penetrating weapons are countered by hardening components, which can be added to most builds at little opportunity cost. The mega cannon is good against everything, since weapon systems can target individually that means most of the damage bonuses are wasted and that there are no obvious weapons to synergize with. I haven't played in almost a year. Reply. I've read that missiles are the 'OP' way to go from the start vs. 57s for the shield and 0. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. In the original release version of the game I reliably went with energy weapons and was happy with the results. Huh, TIL. AI because they never spec Point Defense. The big advantage of void beam is the energy repeatable buff it as well as the plasma. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. This is something I've been observing more and more as I play. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. I've read that missiles are the 'OP' way to go from the start vs. 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. 4 Stellaris Tech Id List – F to I. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. . ago. r/Stellaris. Relation to environment. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. Generally speaking you also want to choose either kinetic, missile or. 99. BusterHighmann. Conversely, they aren’t very good against enemy armor. 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. Engineering has many strategic resources. 54, 29. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. 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. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. Costs 600 Engineering, Requires Nanocomposite. Honestly, I don't even bother with mass drivers at all. However, it looks like that at some point between then and now weapons were changed considerably. first damage out put and stack research for energy/ kinetic damage. Graey • 7 yr. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. AI because they never spec Point Defense. also, Armor is cool. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 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). This isn't the first time it this has happened. 7 Technology List – T to Z. 29. I haven't played in almost a year. The focused arc emitter does 11. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Try to put a priority on researching the building upgrades for your energy producing buildings. Maybe something like 1/50000 chance. • 1 yr. 5 dps against shields and then 2 dps against armor. In Stellaris, one can benefit from this for quicker achievement of the following:. The main attribute is fleet DPS vs station shield regen rate. Go to Stellaris r/Stellaris. Legacy Wikis. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 00. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. 99 DPS. In my 22 hours I've only. Our fleets were "Equivalent". Appreciate the heads up because I'm currently sitting at. Fleet Power: The Neutron Battleships had a fleet power of 86. A lot of armor, go energy. What the arc emitters don't destroy in the first volley the strike. Stellaris Wiki Active Wikis. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. Without it, the whole thing would come falling down. Neutron Battleship Analysis: Win percentage = 100%. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2.