stellaris kinetic vs energy. Graey • 7 yr. stellaris kinetic vs energy

 
 Graey • 7 yrstellaris kinetic vs energy  Even ignoring natural tile resources if needed

I tend to favor Physics when I build sci labs, however. In my 22 hours I've only. 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. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. 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. Carrier battleship. 0 unless otherwise noted. Go to Stellaris r/Stellaris. Starfighters! [3. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. 16 comments. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Subscribe to download. 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. Small stormfire autocannon- 19. Stellaris Mods Used: Extra Ship Components 3. Potential Energy is the stored energy in an object or system because of its position or configuration. . 5 for the armor, so 1. #3. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. It is easier for weapons to ignore, but also easier to bulk up. 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. Members Online • [deleted]. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. . Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kinetic Battleship Analysis: N/A. Signature Weapons [3. Energy weapons are good against armor but weak against shields. 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. 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. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. an explosive vs. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. have rather significant amounts of PD, making missile based weaponry significantly less effective. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Unless you have the pops to work the jobs a building or district produces, it's worse than useless. 6. Having fleet will stop them from declaring war at all. Title Card Overlay by Wi. I've read that missiles are the 'OP' way to go from the start vs. 99. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. In my 22 hours I've only. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. I've read that missiles are the 'OP' way to go from the start vs. 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). 10 missile corvettes vs 10 PD corvettes doesnt go so well. they have a higher bonus vs. plasma meanwhile has 5% of the effectiveness of. AI because they never spec Point Defense. Stellaris. Click to expand. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. However, it looks like that at some point between then and now weapons were changed considerably. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. I wanted to get tips from you guys about battleship design. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. 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. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. Stellaris Wiki Active Wikis. Fleet Power: The Neutron Battleships had a fleet power of 86. 29. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. 2 days faster than the Arc. Destroyers are ideal for a few decades before battleships become common, but. 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. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. 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. Fixes to mass missiles being bad. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 3. Be aware this is a work in progress. 2k. 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. Giga cannons do not do the job like arc emitters and cloud lighting is too short. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. In my 22 hours I've only. In my 22 hours I've only. 57s for the shield and 0. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. A lot of armor, go energy. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The enigmatic decoders are really good on this ship as well. And if they have, armor is better than hull against kinetic batteries. 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. 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. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. PD is slightly harder hitting, Flak can reach a higher Tracking. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. Large broadside battleship. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. If the enemy has a lot of shields, go for kinetic. #7. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. One with a snare aura, level 1 guns and armor (cheap, expendable). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. They are meant to inflict heavy damage against enemy shields. Core Cracking. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. In addition, when the Galactic. . If you don't have those, go for max armor and crystal forged hull. I've read that missiles are the 'OP' way to go from the start vs. Legacy Wikis. 24 , 24. The. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Certain buildings and other sources. ago. When you hover over PD weapons, under "Type" they say "Point Defense, Kinetic". but 100 vs 100 along with all the. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. For every other component, just use the best available. . 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 suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Subscribe to download. I haven't played in almost a year. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 6 combat rebalance update. Costs 600 Engineering, Requires Nanocomposite. PD starts with 10 Tracking and ends with 30. In the original release version of the game I reliably went with energy weapons and was happy with the results. Stellaris. I haven't played in almost a year. AI because they never spec Point Defense. ago. In my 22 hours I've only. Relation to environment. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. 1. In Stellaris, Kinetic weapons are made to take out enemy shields. 1 giga cannon, 2 artillery, the rest some kind of laser. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. (2) attacker with long range kinetic (1) hunter with long range kinetic. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). You need Flak and Kinetic Artillery and they sit along the kinetic tree. I've read that missiles are the 'OP' way to go from the start vs. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 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. Received widsom is yes, you should take Mass Drivers or Lasers. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. However, it looks like that at some point between then and now weapons were changed considerably. Kinetic Artillery would be the best L-slot weapon, except I'm not going to bother with a bunch of kinetic repeatables that *only* benefit Titans and nobody else. I think my favorite early ship build is a Corvette with Point Defense, Energy Siphon, and Lasers. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. [deleted] • 5 yr. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. The kinetic energy formula defines the relationship between the mass of an object and its velocity. In my 22 hours I've only. Advanced kinetic weapons require Volatile Motes to build. I haven't played in almost a year. 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). Caravaneers. 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. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. 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. Makes them able to get through both armour and shields. You need Flak and Kinetic Artillery and they sit along the kinetic tree. R5: I tested several battleship designs against the Contingency. Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. There are 5 designs that are "optimal". And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . However, it looks like that at some point between then and now weapons were changed considerably. . 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. Right out the gate mass drivers are better then red lasers. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. 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. ago. Also, they have the shortest range weapons out of all the crises. In the original release version of the game I reliably went with energy weapons and was happy with the results. Shields are secondary. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. I haven't played in almost a year. In my 22 hours I've only. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. they have a higher bonus vs. Colossus Project ascension perk. ) - 155mm Shock Cannon -. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. One with a snare aura, level 1 guns and armor (cheap, expendable). 07s in total. AHostOfIssues • 4 yr. The only exception is when you’re countering something specific. ago. 1 Comments. Against d1 it will take about 0. 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. In the 3. In Stellaris, Kinetic weapons are made to take out enemy shields. 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. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. For the record, in stellaris 2. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. In my 22 hours I've only. Unlocking each requires you to have the proper level of strike craft technology and a matching. Legacy Wikis. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Energy is good at baseline, and gets better automatically through tech progress. A blend of Kinetic and Energy weapons will allow players to deal with both the Shields and Armor, while Whirlwind Missiles can overwhelm the Dreadnought's Point Defense and ignore Shields entirely. A blend of Kinetic and Energy weapons will allow players to deal with both the Shields and Armor, while Whirlwind Missiles can overwhelm the Dreadnought's Point Defense and ignore Shields entirely. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. Missiles have few strengths and many weaknesses. This page was last edited on 14 October 2017, at 10:53. Lets break down the weapon and defence components available in Stellaris. 1K 48K views 1 year ago Which is the. So there has been a lot of discussion lately about weapon balance, and even a comment about how the next patch, Heinlein, will have the developers take a closer look at weapon balance and try to work things our accordingly. 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. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. 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). 1 torp, 1 disruptor corvette. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. 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. 5 inf. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. I separated them in pairs. AI because they never spec Point Defense. This is something I've been observing more and more as I play. 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). In. I once started an. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. g. where: m — Mass;. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Stellaris' combat system is garbage. Most people would recommend piling up the free. However, it looks like that at some point between then and now weapons were changed considerably. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. 50, vs Gamma lasers at 6. First Choice. Autobest will often spam things like disrupters which suck, and you won't be focusing your tech on just two or three damages, which will help you tech up faster. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. Mix these two in a ratio that matches enemy missiles. The enigmatic decoders are really good on this ship as well. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. 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. I've read that missiles are the 'OP' way to go from the start vs. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. Another key point to note: Energy torpedoes CANNOT be shot down by PD. In my 22 hours I've only. 6+) For those unaware, the "~" command will bring up the console. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Subscribe to download. 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. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. ago • Edited 4 yr. However, it looks like that at some point between then and now weapons were changed considerably. Secondly, Starbases are way more cost effective than fleets in the early game. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. AI because they never spec Point Defense. I haven't played in almost a year. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 27. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. I haven't played in almost a year. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. It doesn't make sense to me. One for armor, and one for shields (2 pairs). Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. I've read that missiles are the 'OP' way to go from the start vs. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. 12 shots without bonuses or with equal kinetic+energy (with each pair of shots dealing 200 damage) 16 shots (12 dealing 50 damage and 4 shots dealing 150 damage) with only one weapon type. Wondering if they're as good as I think they actually are, especially as the speed that fleets close in combat and the range advantage of larger weapons is minimal. So there has been a lot of discussion lately about weapon balance, and even a comment about how the next patch, Heinlein, will have the developers take a closer look at weapon balance and try to work things our accordingly. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. Giga cannon has substantially higher base damage per hit, which, despite the fact that tachyon lance has a little more bonus vs hull, still allows for good chance at doing killing shots. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. 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. I haven't played in almost a year. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. 5 Stellaris Tech Id List – J to P. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Mechanically, each type of spaceborne alien is considered a special type of empire,. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. It usually isn't ignored by weapons. Incorporating secondary weapons such as lasers or autocannons can. In my 22 hours I've only. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. . My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. However, it looks like that at some point between then and now weapons were changed considerably. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. As the title says. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. Flak does less damage per shot, in contrast, but is. Then again, Kinetic weapons wreck shields better than Disruptors, and larger varients also bypass armour. gamefaqs_astrophys. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. You starting weapons should make up the backbone of your fleet throughout the entire game. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Just a reminder that Planetary Automation builds planets based off of. The tachyon lance does 15. AI because they never spec Point Defense. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. 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. Who is Kinetic for?. 6. 16 DPS. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. Best. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. These are not as effective as Kinetic at base power, but they do synergize well and allow you to focus on Energy Damage repeatable techs, giving your whole fleet increased performance all at the same time. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. 25). Our Result. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. AI because they never spec Point Defense. In my 22 hours I've only. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. So the net profit is very tiny once you factor in upkeep. 6. Shields are good against Energy weapons. I haven't played in almost a year. 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. 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. Say I want to have a titan assigned to every fleet. Kinetic is Energy (for RTS) Subscribe. Our fleets were "Equivalent". 2. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. AI because they never spec Point Defense. When the enemy has many ships bigger the crusiers make X slot battleships with the X slot being either energy or kinetic, and all L slots being the oopspote damage type. 0 unless otherwise noted. Say I want to have a titan assigned to every fleet. Energy takes forever. Basically there's 2 options - trade and generators. . 2. AI because they never spec Point Defense. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. 25), or Energy and Consumer Goods (1= 0. 75CG. But, past year 100 or so, you want to switch to energy weapons. 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). 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. hull and a bonus vs. In my 22 hours I've only. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. 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. Energy Weapons (Lasers, Neutron Launchers etc. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. . 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. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Members Online • [deleted]. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Almost everything you build on a planet has an upkeep cost, and it's usually energy. 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). 24 , 24.