My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Neutron Battleship Analysis: Win percentage = 100%. 3 Stellaris Tech Id List – C to E. In my 22 hours I've only. 5. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. 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. gamefaqs_astrophys. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The energy of a body or a system with respect to the motion of the body or of the particles in the system. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. . View this video if you want to learn which weapons are best to use in the. 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. Armor is good against Kinetic weapons. As it stands now, kinetic vs energy is a joke. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. The giga has 50% armor pen, and an extra 33% shield damage. Kinetic is Energy (for RTS) Subscribe. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 0 unless otherwise noted. 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. - 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 same time energy weapon became only stronger in time - lasers are very mediocre, plasma is strongest anti-armor gun (and we need it to deal with AE and Leviathans) and tachyons are simply best X-sized weapon in game. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Gotcha, that makes sense. Another key point to note: Energy torpedoes CANNOT be shot down by PD. ago. In my 22 hours I've only. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. 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. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). one plasma and one mass driver) and broadside (one kinetic and one energy weapon). 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. If you don't have those, go for max armor and crystal forged hull. I once started an. I've read that missiles are the 'OP' way to go from the start vs. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. 2k. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. 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. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. 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. As the title says. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Particle lances on the other hand can synergize very well with kinetic weapons. 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. I haven't played in almost a year. Unlocking each requires you to have the proper level of strike craft technology and a matching. For corvettes, do it at a 1:1 ratio. Subscribe to download. 1. Kinetic Battleship Analysis: N/A. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. Only use armor on ships if you have a spare place due to energy reasons (talking early game). 5 and 0. Signature Weapons [3. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. even on the autocannon's worst target it has 40% the effectiveness of plasma. With 3. In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. 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. 99. Global Energy Management, Automated Exploration Protocols, Specialized. 13. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Legacy Wikis. It is easier for weapons to ignore, but also easier to bulk up. 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. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Darsol • 7 yr. 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. 24 , 24. 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. 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. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Large broadside battleship. I'd like to try and learn how to optimize each ship manually. 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. I've read that missiles are the 'OP' way to go from the start vs. It's totally backwards to me. AHostOfIssues • 4 yr. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. AI because they never spec Point Defense. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Plasma Auto. I tend to favor Physics when I build sci labs, however. Kinetic Weapons in Stellaris also come in multiple categories. Missiles have few strengths and many weaknesses. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Subscribe to download. Right out the gate mass drivers are better then red lasers. Energy weapons are good against armor but weak against shields. 3, I've been running all Kinetic weapons heavy ships. One for armor, and one for shields (2 pairs). Kinetic weapons (Gauss Cannons) are good against. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. In my 22 hours I've only. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. 8 (applies to 3. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. AHostOfIssues • 4 yr. 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. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. In my 22 hours I've only. 16 comments. Subscribe to download. 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. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. 7k and the Kinetic Battleships had a fleet power of 88. ago. AI because they never spec Point Defense. Carrier battleship. 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. overall, the energy torpedoes are the better weapon in my opinion. However, it looks like that at some point between then and now weapons were changed considerably. All resources can be stockpiled. I've read that missiles are the 'OP' way to go from the start vs. In my 22 hours I've only. The enigmatic decoders are really good on this ship as well. ago. 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. 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. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. 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. It usually isn't ignored by weapons. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to. 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. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Having fleet will stop them from declaring war at all. 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. Our fleets were "Equivalent". Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. 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. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. 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. Stellaris. The Contingency use energy weapons that are ineffective against shields. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Flak does less damage per shot, in contrast, but is. 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. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. There are 5 designs that are "optimal". where: m — Mass;. This is something I've been observing more and more as I play. Ceramo Metal Materials. Then design two types defence platforms. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 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. Shields- 1. Autocannons are still solid good on Corvs to fight other Corvs. ago. Torpedo corvettes were meta some time ago, but were nerfed. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. But trade has more options to expand in the late. Stellaris' combat system is garbage. There are a few things to do. AI because they never spec Point Defense. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. 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. 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. Zorlond Sep 20, 2020 @ 2:28pm. 16 DPS. 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. Ringworld districts provide a large amount of jobs, sometimes too many. #3. Having a high tier starbase, as best, will stop them from pushing into that system. 25. Kinetic weapon repeatable tech ---> Physics area. It is easier for weapons to ignore, but also easier to bulk up. that is a 325% difference in base DPS before adjusting for modifiers. yea i mean the fallen empires rely heavily on them. In the 3. Say I want to have a titan assigned to every fleet. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. 3. Energy takes forever. 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. Both have the same Accuracy. View this video if you want to lea. I like to use Kinetic for the initial long range engagement. Very happy to announce my mod has gone public and is available on Steam here. AI because they never spec Point Defense. Legacy Wikis. Distruptors are good brawling weapons for close range front line ships. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. I haven't played in almost a year. The only exception is when you’re countering something specific. 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. ago. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Koweezo. However, it looks like that at some point between then and now weapons were changed considerably. However at the start the difference is miniscule. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. 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. Core Cracking. 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). AI because they never spec Point Defense. 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. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. 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. Giga cannons do not do the job like arc emitters and cloud lighting is too short. 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. ago • Edited 4 yr. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. Title Card Overlay by Wi. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Received widsom is yes, you should take Mass Drivers or Lasers. ago. AI because they never spec Point Defense. Energy Weapons (Lasers, Neutron Launchers etc. Even ignoring natural tile resources if needed. 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. 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. 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. Because i tink that the kinetic wepons right now give an advantage in combat. 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. Large carrier cruiser. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Shields are good against Energy weapons. The mass driver statline just does more raw dps and it's bonuses are better suited to taking out other corvettes then lasers, as well as having a slight range edge. ago. Ships: Shields vs Armor. 00. 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. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 6. In Stellaris, Kinetic weapons are. As it stands now, kinetic vs energy is a joke. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Maybe something like 1/50000 chance. ago. 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. 6 combat rebalance update. The Low roll damage for a Lance is an Average roll for. But that is only even taking into account the enemy damage types. Subscribe to download. Colossus Project ascension perk. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. 32, 5. #7. . JVendin • 6 yr. Reply. AI because they never spec Point Defense. Stellaris Real-time strategy Strategy video game Gaming. But, past year 100 or so, you want to switch to energy weapons. Lets break down the weapon and defence components available in Stellaris. Missiles start with 0 Evasion and end with 40. #3. The Low roll damage for a Lance is an Average roll for. This command adds the specified amount of energy credits to your energy credits amount. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. but 100 vs 100 along with all the. 2. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. Without it, the whole thing would come falling down. 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. 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. So in my opinion the giga canon is really the way to go. If you've researched their respective technologies and all your slots are occupied, just click 'auto complete ship' and it will fill in the slots with the latest technologies. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…I haven't played in almost a year. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. When you hover over PD weapons, under "Type" they say "Point Defense, Kinetic". Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Starfighters! [3. The main attribute is fleet DPS vs station shield regen rate. Mechanically, each type of spaceborne alien is considered a special type of empire,. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Kinetic Battleship Analysis: N/A. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Title Card Overlay by Wi. 1 Lem released, I can finally post this. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. AI because they never spec Point Defense. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. Welcome to Stellaris! You can find all the load outs of fallen empire ships. Click to expand. Kinetics. (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. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. 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. The artillery ones I believe target fighters whereas the other targets missles and kinetic weapons idk for sure though Reply reply ahtemsah • Energy picket for missiles, flak for aircraft iirc, and stormfire autocannons are super on a corv. Still need a minimum amount of Energy regardless, for the Hull damage. 99 DPS. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). After work has been done, energy has been transferred to the object, and the object will be moving with a new constant speed. . Fixes to mass missiles being bad. I currently struggle to balance damage types, fleet speed and fleet ranges. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. I separated them in pairs. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. this is why. 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. Content is available under Attribution-ShareAlike 3. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. 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. Received widsom is yes, you should take Mass Drivers or Lasers. 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. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. Engineering has many strategic resources. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. . Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. Shield Enhence repeatable tech ---> Engineering area. Part of the chemical energy is converted to the kinetic energy of the car, while part is converted to thermal energy as heat emitted from the. The question is what I want to do in my next game. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I haven't played in almost a year. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. 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). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I've read that missiles are the 'OP' way to go from the start vs. 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. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. 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. I built my fleet to counter the enemy's (they had only missiles) by giving my ships Point Defense and Kinetic weapons to counter their shields. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. Kuzu90. Kinetic weapons (Gauss Cannons) are good against. 5 Stellaris Tech Id List – J to P. I haven't played in almost a year. In the first 100 years or so, missiles out-perform every other weapon system. ago. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. For every other component, just use the best available. AI because they never spec Point Defense. 13. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers.