ago. Kinetic weapons are good because they keep shooting down regenerating shields so that the energy weapons can keep destroying the armor it is good against so both can ultimately attack the hull they are decent against, so for kinetics to be good you need weapons that have a bonus against armor and or hull to use the shields getting shot down. Content is available under Attribution-ShareAlike 3. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. In my 22 hours I've only. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. Stellaris Ship Design Guide 2023 [3. . In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. There are currently a few different research projects going on right now which are aimed at creating a barrier of dense energy between an armoured vehicle and a projectile. As it stands now, kinetic vs energy is a joke. I haven't played in almost a year. 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. Prioritize/limit jobs. AI because they never spec Point Defense. Spaceborne aliens are likely be the first encounter for newly spacefaring species. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. 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. In Stellaris, Kinetic weapons are made to take out enemy shields. 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. With limited number of disengage chances , you can safely deal pop shots to the hull and not worry about them retreating before the big guns can cycle. Starfighters! [3. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. 6 Technology List – Q to S. 99. I haven't played in almost a year. This lets me focus my tech research on the types of weapons I'm actually using. Because i tink that the kinetic wepons right now give an advantage in combat. Each pair was moved to Star System with no populated planets, spaceports, miningscienceattleenergy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. ago • Edited 4 yr. Gotcha, that makes sense. In my 22 hours I've only. I've read that missiles are the 'OP' way to go from the start vs. 68,5 average) so enemies have a higher chance to disengange. ago. . they have a higher bonus vs. Kinetics. Neutons in large. I use 1 titan (each titan has a different aura) and the rest battleships. In my 22 hours I've only. [deleted] • 5 yr. Showing 1 - 10 of 10 comments. 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. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. This is something I've been observing more and more as I play. 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. When do you use what weapon? For. ago. 99 DPS. Reply. 07s in total. Let w1 be 1 energy and 2 kinetic and w2 the other way around and let d1 be 2 shields and 1 armor and d2 the opposite. The tachyon lance does 15. For every other component, just use the best available. 5 and 0. I have not had good results with explosive weapons so far. 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. Because i tink that the kinetic wepons right now give an advantage in combat. I use 1 titan (each titan has a different aura) and the rest battleships. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. 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. The Contingency use energy weapons that are ineffective against shields. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. 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. Say I want to have a titan assigned to every fleet. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close 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. 54, 29. Ceramo Metal Materials. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. As the title says. Here are our Stellaris tips to help you out. Right out the gate mass drivers are better then red lasers. I've developed a system of ship designators to assist in fleet design and upgrade. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. 10 missile corvettes vs 10 PD corvettes doesnt go so well. Kinetic energy formula. Missiles have few strengths and many weaknesses. Applying a force requires us to do work. It looks like bomber is the best weapon against them. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. With lasers and plasmas being both energy-based, I figured there would be an advantage to my focusing my research on one of them rather than both. 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. Subscribe to download. Phifty56 • 6 yr. that is a 325% difference in base DPS before adjusting for modifiers. In my 22 hours I've only. While velocity can have a positive or negative value, velocity squared is always positive. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Still need a minimum amount of Energy regardless, for the Hull damage. Two autocannons and one plasma. If we want to accelerate an object, then we must apply a force. Incorporating secondary weapons such as lasers or autocannons can. 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. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. AI because they never spec Point Defense. One with a snare aura, level 1 guns and armor (cheap, expendable). I haven't played in almost a year. If the enemy has a lot of shields, go for kinetic. I currently struggle to balance damage types, fleet speed and fleet ranges. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Koweezo. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Carrier battleship. AI because they never spec Point Defense. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. 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. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Go to Stellaris r/Stellaris. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. Small plasma cannon- 6. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Mix these two in a ratio that matches enemy missiles. The only exception is when you’re countering something specific. Ships: Shields vs Armor. However Tiyanki are, at least in my games, not extremely common. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. 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). However, it looks like that at some point between then and now weapons were changed considerably. 13. 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. And if they have, armor is better than hull against kinetic batteries. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. . 25), or Energy and Consumer Goods (1= 0. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Ironically, there is an advanced armor option known as Dragonscale Armor. Destroyers are ideal for a few decades before battleships become common, but. I've read that missiles are the 'OP' way to go from the start vs. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). 25. In the original release version of the game I reliably went with energy weapons and was happy with the results. I've read that missiles are the 'OP' way to go from the start vs. In the original release version of the game I reliably went with energy weapons and was happy with the results. Hull- 9. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Signature Weapons [3. Because i tink that the kinetic wepons right now give an advantage in combat. ago. 16 comments. As it stands now, kinetic vs energy is a joke. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. 2 days faster than the Arc. In my 22 hours I've only. In my 22 hours I've only. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. 00. ago. In Stellaris, Kinetic weapons are. However, it looks like that at some point between then and now weapons were changed considerably. . And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . but 100 vs 100 along with all the. 13. Because i tink that the kinetic wepons right now give an advantage in combat. Unlocking each requires you to have the proper level of strike craft technology and a matching. 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. I've read that missiles are the 'OP' way to go from the start vs. 25. Ships: Shields vs Armor. Graey • 7 yr. Kinetics. Here are our Stellaris tips to help you out. Kinetic Weapons are the exact opposite of Energy Weapons. Costs 600 Engineering, Requires Nanocomposite. You need Flak and Kinetic Artillery and they sit along the kinetic tree. In the original release version of the game I reliably went with energy weapons and was happy with the results. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). 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. 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. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. Two autocannons and one plasma. So first why not change the hole slot system to be more like…Stellaris. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Kinetic weapons (Gauss Cannons) are good against. AI because they never spec Point Defense. Physics research. Later on, fancy long range weapons start to appear and by the advent of kinetic batteries and heavy launchers there is little to no reason to use the L. Kinetic Weapons in Stellaris also come in multiple categories. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. I've read that missiles are the 'OP' way to go from the start vs. Not only would that've made sense with regard to the P. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I'd like to try and learn how to optimize each ship manually. These were originally planned as energy only but during play we found out that with a few more perks they make awesome armies as well! This is the only species that really “needs” to be psionic and cybernetic. However, it looks like that at some point between then and now weapons were changed considerably. As the title says. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Large broadside battleship. 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. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. AI because they never spec Point Defense. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. This command adds the specified amount of energy credits to your energy credits amount. This is what I have taken away from the information. Shields are good against Energy weapons. 27. AI because they never spec Point Defense. So a tennis ball thrown to the right with a velocity of 5 m/s, has the exact same kinetic energy as a tennis ball thrown down with a velocity of 5 m/s. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. So stack shields and dont neglect strike craft (best) and flak (not. 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. A study on Missile/Hangars vs Point Defense/Flak in 3. ago. The. The other with a shield debuff aura, your best armor, and your best medium guns. 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). Adding some type of weapon that allows them to bombard a foe along the side of the. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. AI because they never spec Point Defense. Definitely. Armor- 12. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. The energy of a body or a system with respect to the motion of the body or of the particles in the system. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Content is available under Attribution-ShareAlike 3. I like energy weapons because of the lightshow. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. 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. yea i mean the fallen empires rely heavily on them. If the enemy has a lot of shields, go for kinetic. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Which is the better weapon to place in our large slots? Should we use neutron launchers? how about cloud lightning? Is the secret really to use kinetic artil. 00. 3, I've been running all Kinetic weapons heavy ships. g. This is something I've been observing more and more as I play. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. And if they have, armor is better than hull against kinetic batteries. Torpedo corvettes were meta some time ago, but were nerfed. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Description. In the original release version of the game I reliably went with energy weapons and was happy with the results. . . I like shields in sci-fi, because I dunno, they seem cool and they - to me - logically make sense as your primary form of defense, because you don't really want gaping holes blown in your spaceship on a regular basis. 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]. The focused arc has 100% armor pen and 100% shield pen. 5 for the armor, so 1. Armor is good against Kinetic weapons. I haven't played in almost a year. 5. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. Having a high tier starbase, as best, will stop them from pushing into that system. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Mechanically, each type of spaceborne alien is considered a special type of empire,. Click to expand. I believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. Energy Weapons (Lasers, Neutron Launchers etc. Kinetic pair and Energy pair (G vs A; P vs L). 60 on CL) and they deal less damage (38average vs. 6 combat rebalance update. 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. 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. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. 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. Honestly, I don't even bother with mass drivers at all. Say I want to have a titan assigned to every fleet. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. Kinetic pair and Energy pair (G vs A; P vs L). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Giga cannon has only 25% penalty vs armor, while tachyon lance has 50% penalty vs shield. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. ) are good against armor but bad against shields. 1. Also, get lots of shields since the Contingency's weapons suck vs shields. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. E. But that is only even taking into account the enemy damage types. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Once you get like 4 of each in a fleet, barely anything beats it. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. 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. A lot of armor, go energy. First Choice. #7. even on the autocannon's worst target it has 40% the effectiveness of plasma. In my 22 hours I've only. I've read that missiles are the 'OP' way to go from the start vs. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. In my 22 hours I've only. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. Elcuern0 • 3 yr. Kinetic Battleship Analysis: N/A. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. . Because Trade is an inefficient resource, unless you pick up bonuses that make it better, and those bonuses require you to pick specific Species Traits, Traditions, etc. Examples, Generator & More: cash <Amount> Copy Command Copy Full. AI because they never spec Point Defense. 54, 29. Engineering has many strategic resources. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Titans. . Gotcha, that makes sense. Plasma Auto. But how about the. I've read that missiles are the 'OP' way to go from the start vs. I haven't played in almost a year. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. If the enemy uses missiles, just smack PD on your ships to counter. I haven't played in almost a year. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. Best. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. Destroyers- if you use them, should be built for alpha and to die. Flak on the other hand starts at 50 Tracking and ends at 70. 2. 7k and the Kinetic Battleships had a fleet power of 88. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. Kinetic Artillery is the best Large kinetic weapon period. The other with a shield debuff aura, your best armor, and your best medium guns. 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 would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. overall, the energy torpedoes are the better weapon in my opinion. Missiles start with 0 Evasion and end with 40. Stellaris Wiki Active Wikis. 2 Kinetic Artillery is 80 average damage per day vs the Saturator's 115, while the Saturator has a higher multiplier against both shields and armor. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Huh, TIL. 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. Shield Enhence repeatable tech ---> Engineering area. Ditch the Tachyon lance unless you're going up against Prethoryn. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. Shields are secondary. Subscribe to download. 99. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. 16 DPS. But how about the. In Stellaris, Kinetic weapons are made to take out enemy shields. The big advantage of void beam is the energy repeatable buff it as well as the plasma. The enigmatic decoders are really good on this ship as well. 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. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Ceramo Metal Materials. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. this version is for reworked tactical system. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. Also, they have the shortest range weapons out of all the crises. IMHO the much better way is to stick with explosive + strike craft. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Having fleet will stop them from declaring war at all. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. gamefaqs_astrophys. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. 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. 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. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. I've read that missiles are the 'OP' way to go from the start vs.