I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 1. Once you get like 4 of each in a fleet, barely anything beats it. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. There is some retargeting in stellaris so anti shield weapons prefer to fire at shielded enemies and its usually important to have at least some anti shield damage. PD is slightly harder hitting, Flak can reach a higher Tracking. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. I've read that missiles are the 'OP' way to go from the start vs. I've been playing around with trade value and ecumenopolis a bit and I realize that producing energy via trade is much more convenient than doing it throught normal means: a generator district produces 8 base energy and employs 2 pops, while a basic commercial zone produces 10 trade value, 10 amenities and employs 5 people. Another key point to note: Energy torpedoes CANNOT be shot down by PD. This lets me focus my tech research on the types of weapons I'm actually using. In the original release version of the game I reliably went with energy weapons and was happy with the results. 13. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. 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. 10 missile corvettes vs 10 PD corvettes doesnt go so well. Conversely, they aren’t very good against enemy armor. 13. I once started an. In Stellaris, Kinetic weapons are. And at least it sounds plausible. Stellaris Wiki Active Wikis. 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 . 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. Colossus Project ascension perk. The big advantage of void beam is the energy repeatable buff it as well as the plasma. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. 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). First Choice. Right out the gate mass drivers are better then red lasers. . Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. Our fleets were "Equivalent". Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Shields are good against Energy weapons. The question is what I want to do in my next game. Fleet Power: The Neutron Battleships had a fleet power of 86. I like energy weapons because of the lightshow. I've read that missiles are the 'OP' way to go from the start vs. Costs 480 Engineering, Requires Mineral Processing. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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. Use arc emitters and kinetic battery. Hull- 9. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Stellaris Real-time strategy Strategy video game Gaming. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Elcuern0 • 3 yr. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Spaceborne aliens are likely be the first encounter for newly spacefaring species. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. This lets me focus my tech research on the types of weapons I'm actually using. AI because they never spec Point Defense. AI because they never spec Point Defense. Neutons in large. 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). Not only would that've made sense with regard to the P. The tachyon has 90% armor pen, and -33% shield damage. 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. AI because they never spec Point Defense. Go to Stellaris r/Stellaris • by [deleted] Kinetic - Stellaris for Small Galaxies. The Low roll damage for a Lance is an Average roll for. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. 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 fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). 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. 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. an explosive vs. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. However, it looks like that at some point between then and now weapons were changed considerably. Then design two types defence platforms. The guns strip the shields, the lance cooks the rest. In the original release version of the game I reliably went with energy weapons and was happy with the results. ago • Edited 4 yr. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. ago. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. I use 1 titan (each titan has a different aura) and the rest battleships. One with a snare aura, level 1 guns and armor (cheap, expendable). PD is slightly harder hitting, Flak can reach a higher Tracking. 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. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Fixes to mass missiles being bad. In the original release version of the game I reliably went with energy weapons and was happy with the results. Large carrier cruiser. This is something I've been observing more and more as I play. This is manily because there are fewer Physics research stations to build. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Use arc emitters and kinetic battery. name, but it could've also subsumed or replaced the rather arbitrary +. However at the start the difference is miniscule. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. Giga cannons do not do the job like arc emitters and cloud lighting is too short. that is a 325% difference in base DPS before adjusting for modifiers. AI because they never spec Point Defense. . 月羽狐 [author] Nov 5, 2022 @ 6:45pm. 16 comments. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. Stellaris Real-time strategy Strategy video game Gaming. . Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. 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. 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. I haven't played in almost a year. 99 DPS. have rather significant amounts of PD, making missile based weaponry significantly less effective. However, it looks like that at some point between then and now weapons were changed considerably. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. 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. One for armor, and one for shields (2 pairs). Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. Click to expand. In my 22 hours I've only. Examples, Generator & More: cash <Amount> Copy Command Copy Full. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. The main attribute is fleet DPS vs station shield regen rate. 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. I pretty much always go for missles in the beginning in fact that is one of the first things I do when I start the game is refit all of my ships to missiles. Generally speaking you also want to choose either kinetic, missile or. ago. ago. Large carrier cruiser. While velocity can have a positive or negative value, velocity squared is always positive. Energy weapons are good against armor but weak against shields. Welcome to Stellaris! You can find all the load outs of fallen empire ships. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. So the net profit is very tiny once you factor in upkeep. Like now missiles really suck so barely anybody uses them. Shields are secondary. Giga cannon is more or less good vs everything. 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. 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. Stellaris. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Flak does less damage per shot, in contrast, but is. Kauldric Jul 30, 2022 @ 12:58pm. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Armor- 12. Because i tink that the kinetic wepons right now give an advantage in combat. . 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. 00. In my 22 hours I've only. they have a higher bonus vs. It might not kill them outright, but it will take a lot of their shields/armour, and may even damage them - making them less combat effective. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Having a high tier starbase, as best, will stop them from pushing into that system. Energy weapons are better at defeating shields and or armor, but they have lower overall DPS for the most part than kinetic weapons (not talking about tachyon lances and the like). This is what I have taken away from the information. But how about the. But torpedos and kinetics is the real answer. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). 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. . Kinetic Battleship Analysis: N/A. 68,5 average) so enemies have a higher chance to disengange. I've read that missiles are the 'OP' way to go from the start vs. 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. Kinetic weapon repeatable tech ---> Physics area. The. 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. Kinetic weapons (Gauss Cannons) are good against. 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. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Sending in a Demolitions Team using an Army. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 6 combat rebalance update. For standard battles, it’s tough to beat the reliability and versatility of the simple plasma accelerator, complete with high damage and low energy cost. This energy can be released in a car engine when the gasoline combusts, producing high-temperature gases that move the engine’s pistons and, ultimately, propel the car forward (kinetic energy) 1 . This energy can be released in a car engine when the gasoline combusts, producing high-temperature gases that move the engine’s pistons and, ultimately, propel the car forward (kinetic energy) 1 . In the original release version of the game I reliably went with energy weapons and was happy with the results. Large broadside battleship. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Missiles have few strengths and many weaknesses. 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. But how about the. I haven't played in almost a year. AI because they never spec Point Defense. It doesn't make sense to me. With 3. I've read that missiles are the 'OP' way to go from the start vs. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 6 combat rebalance update. AI because they never spec Point Defense. 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. . I like to use Kinetic for the initial long range engagement. 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. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. Ditch the Tachyon lance unless you're going up against Prethoryn. This page was last edited on 14 October 2017, at 10:53. Adding some type of weapon that allows them to bombard a foe along the side of the. JVendin • 6 yr. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. 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. 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. Then design two types defence platforms. As the title says. 8 (applies to 3. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. 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. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Conversely, they aren’t very good against enemy armor. 7 Technology List – T to Z. 5. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. 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. Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Two autocannons and one plasma. The sinews of war are infinire money. 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. It looks like bomber is the best weapon against them. Received widsom is yes, you should take Mass Drivers or Lasers. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. where: m — Mass;. Prioritize/limit jobs. AI because they never spec Point Defense. View this video if you want to learn which weapons are best to use in the. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I know they are several older threads about this topic, but I don't want to be a necrophile. Neutron Battleship Analysis: Win percentage = 100%. AI because they never spec Point Defense. 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. AHostOfIssues • 4 yr. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. 1 torp, 1 disruptor corvette. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. 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. plasma meanwhile has 5% of the effectiveness of. Subscribe to download. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. The guns strip the shields, the lance cooks the rest. I've noticed that in base Stellaris minerals never run out through construction of extra mining stations while energy credits never stop being an issue (Even more with Machine empires, since both the Coordinator and Calculator jobs consume Energy, rather than one eating minerals while assembly is no longer minerals. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. 1 torp, 1 disruptor corvette. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Shields are good against Energy weapons. I've read that missiles are the 'OP' way to go from the start vs. also, Armor is cool. Autocannons are still solid good on Corvs to fight other Corvs. I've developed a system of ship designators to assist in fleet design and upgrade. Honestly, I don't even bother with mass drivers at all. Legacy Wikis. Ringworld districts provide a large amount of jobs, sometimes too many. Say I want to have a titan assigned to every fleet. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Large broadside battleship. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 29. 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. 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. Missiles start with 0 Evasion and end with 40. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. But how about the. But how about the. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. For every other component, just use the best available. Secondly, Starbases are way more cost effective than fleets in the early game. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. plasma meanwhile has 5% of the effectiveness of. Huh, TIL. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. With the recent update to 1. Because i tink that the kinetic wepons right now give an advantage in combat. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. 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. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. Depends kinda on what for a fleet design you are aiming for and what you prefer. Still need a minimum amount of Energy regardless, for the Hull damage. In my 22 hours I've only. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. But how about the. 2k. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. I personally, have always liked shields. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Myself i generally just make my fleets balanced, with kinetic and energy weapons, favoring kinetic for large guns, energy for xl size and balanced medium and small, but for min maxing you could check the loadout of your upcoming enemy and building to counter them if they favor shields or armor. Engineering has many strategic resources. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. So stack shields and dont neglect strike craft (best) and flak (not. 4 trade value, 0. 16 DPS. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. A lot of armor, go energy. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Disruptors I mostly don't use unless. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. Subscribe to download. In my 22 hours I've only. 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. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Almost everything you build on a planet has an upkeep cost, and it's usually energy. However Tiyanki are, at least in my games, not extremely common. But, past year 100 or so, you want to switch to energy weapons. Try to put a priority on researching the building upgrades for your energy producing buildings. first damage out put and stack research for energy/ kinetic damage. Carrier battleship. overall, the energy torpedoes are the better weapon in my opinion. Also, get lots of shields since the Contingency's weapons suck vs shields. It’ll also make your Kinetic and Explosive weapons more powerful, which is paramount for protecting your trade routes and territory from pirates or enemy empires. The only time I took on a xenophobe awakened (before utopia) was with a combined fleet including: my fleet, the federation fleet,my allies and my vassals which amounted to roughly 620k against their 780k fleet. In the original release version of the game I reliably went with energy weapons and was happy with the results. In addition, when the Galactic. Neutron Battleship Analysis: Win percentage = 100%. Mix these two in a ratio that matches enemy missiles. Starfighters! [3. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. I use plasma on my corvette swarms. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. But how about the. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Members Online • [deleted]. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. 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. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. ago. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. 24 , 24. 7k and the Kinetic Battleships had a fleet power of 88. 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. The energy of a body or a system with respect to the motion of the body or of the particles in the system. Legacy Wikis. 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. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. 5K subscribers Join Subscribe 2. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. The focused arc has 100% armor pen and 100% shield pen. ago. 5 × m × v². If we want to accelerate an object, then we must apply a force. The only exception is when you’re countering something specific. Distruptors yes, siphons no. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. HugsAndSnuggles. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Certain buildings and other sources. . I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Darsol • 7 yr. 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. Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). In the original release version of the game I reliably went with energy weapons and was happy with the results. Shields- 1. This page was last edited on 14 October 2017, at 10:53. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. 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.