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. There are a few things to do. But that is only even taking into account the enemy damage types. 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). I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. 5. 6. Armor- 12. 7k and the Kinetic Battleships had a fleet power of 88. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Pure energy is not ideal so I'll run approx. It doesn't make sense to me. 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. Later on, fancy long range weapons start to appear and by the advent of kinetic batteries and heavy launchers there is little to no reason to use the L sized. gamefaqs_astrophys. While Kinetic is better overall for taking down shields, we now have Null Void beams. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. 16 comments. 13. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of different sizes and ranges. Still need a minimum amount of Energy regardless, for the Hull damage. I currently struggle to balance damage types, fleet speed and fleet ranges. 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. Gun batteries will mix energy and kinetic (physics/engineering). So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. ago. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Kinetic Weapons. 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. Unlocking each requires you to have the proper level of strike craft technology and a matching. I haven't played in almost a year. But how about the. Use arc emitters and kinetic battery. In my 22 hours I've only. Kinetic weapons (Gauss Cannons) are good against. Armor is good against Kinetic weapons. 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. AI because they never spec Point Defense. . 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. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. ago • Edited 4 yr. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Designations tell what kind of weapons and defense were deployed. In addition, when the Galactic. Oct 15, 2017 @ 2:14am AC vs MD nothing changed, really: ACs are better early game, when ships are small, shields are not as. 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. Definitely. hull and a bonus vs. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Shields are good against Energy weapons. Appreciate the heads up because I'm currently sitting at. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. I've read that missiles are the 'OP' way to go from the start vs. AI because they never spec Point Defense. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). But how about the. 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. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Our Result. Subscribe to download. Kinetic weapon repeatable tech ---> Physics area. 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. . The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of Stellaris. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. overall, the energy torpedoes are the better weapon in my opinion. Plasma Auto. Having fleet will stop them from declaring war at all. 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. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. Applying a force requires us to do work. 1. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. AI because they never spec Point Defense. 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. If the enemy has a lot of shields, go for kinetic. My knowledge about it only goes about laser, it is very effective against armor and to guard. 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. Prioritize/limit jobs. However, I wanted to. I've read that missiles are the 'OP' way to go from the start vs. But how about the. One for armor, and one for shields (2 pairs). (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. Also, get lots of shields since the Contingency's weapons suck vs shields. I've read that missiles are the 'OP' way to go from the start vs. The focused arc has 100% armor pen and 100% shield pen. Stellaris Real-time strategy Strategy video game Gaming. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Subscribe to download. 54, 29. 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. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Having 20 pops all researching is nice, but not when you can't. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Received widsom is yes, you should take Mass Drivers or Lasers. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. 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. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. It doesn't make sense to me. . It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. Because i tink that the kinetic wepons right now give an advantage in combat. There are multiple types of kinetic weapons. This is what I have taken away from the information. 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. Makes them able to get through both armour and shields. Traits. So the net profit is very tiny once you factor in upkeep. 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. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. In the original release version of the game I reliably went with energy weapons and was happy with the results. Energy weapons are good against armor but weak against shields. 25. But torpedos and kinetics is the real answer. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. In the original release version of the game I reliably went with energy weapons and was happy with the results. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. Try to put a priority on researching the building upgrades for your energy producing buildings. Mechanically, each type of spaceborne alien is considered a special type of empire,. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. 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. Also, they have the shortest range weapons out of all the crises. Energy Weapons (Lasers, Neutron Launchers etc. Penetration is an important part of the metagame, especially around the T2 tech level, but it's an RPS balancing act like kinetic vs energy and PD vs missiles. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. this is why. The only exception is when you’re countering something specific. . 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. 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). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. The sinews of war are infinire money. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. It's even worse if multiple missiles are aiming for the same target. I personally, have always liked shields. Penetration doesn't "cover all bases" in a multiplayer context - penetrating weapons are countered by hardening components, which can be added to most builds at little opportunity cost. Missiles have few strengths and many weaknesses. Description. Neutron Battleship Analysis: Win percentage = 100%. For the record, in stellaris 2. (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. . 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. 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. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Two autocannons and one plasma. Honestly, I don't even bother with mass drivers at all. However, I wanted to. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. 57s for the shield and 0. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I separated them in pairs. The other with a shield debuff aura, your best armor, and your best medium guns. ago. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. The guns strip the shields, the lance cooks the rest. ) are good against armor but bad against shields. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. Large carrier cruiser. 3. 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. And if they have, armor is better than hull against kinetic batteries. One for armor, and one for shields (2 pairs). In my 22 hours I've only. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of Stellaris. 5K subscribers Join Subscribe 2. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. 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. 2 days faster than the Arc. 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. 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). I haven't played in almost a year. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Small plasma cannon- 6. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. In the original release version of the game I reliably went with energy weapons and was happy with the results. Advanced kinetic weapons require Volatile Motes to build. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. • 4 yr. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. BusterHighmann. In my 22 hours I've only. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. Energy is good at baseline, and gets better automatically through tech progress. Autocannon vs Railgun is more up for debate for S and M. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 4 trade value, 0. AHostOfIssues • 4 yr. ago. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I'd like to try and learn how to optimize each ship manually. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Giga cannon has only 25% penalty vs armor, while tachyon lance has 50% penalty vs shield. You need Flak and Kinetic Artillery and they sit along the kinetic tree. Kinetic Battleship Analysis: N/A. Kinetics. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. Having a high tier starbase, as best, will stop them from pushing into that system. AHostOfIssues • 4 yr. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. After work has been done, energy has been transferred to the object, and the object will be moving with a new constant speed. 1 Comments. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. I've read that missiles are the 'OP' way to go from the start vs. 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. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. 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. The giga has 50% armor pen, and an extra 33% shield damage. 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. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. . I've read that missiles are the 'OP' way to go from the start vs. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. ) are good against armor but bad against shields. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. AI because they never spec Point Defense. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 7 Technology List – T to Z. 2k. 6 Technology List – Q to S. AI because they never spec Point Defense. [deleted] • 5 yr. The Contingency use energy weapons that are ineffective against shields. 1K 48K views 1 year ago Which is the. Both have the same Accuracy. 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. Graey • 7 yr. Energy takes forever. Say I want to have a titan assigned to every fleet. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. I've read that missiles are the 'OP' way to go from the start vs. AI because they never spec Point Defense. 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. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. 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. Darsol • 7 yr. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. I wanted to get tips from you guys about battleship design. Phifty56 • 6 yr. 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. Fleet Power: The Neutron Battleships had a fleet power of 86. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. So first why not change the hole slot system to be more like…Stellaris. But they fall a bit flat against their armors. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Carrier battleship. Use arc emitters and kinetic battery. Disruptors have 10 less range (50 vs. Stellaris Ship Design Guide 2023 [3. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 6+) For those unaware, the "~" command will bring up the console. If you don't have those, go for max armor and crystal forged hull. The only exception is when you’re countering something specific. 5 and 0. The enigmatic decoders are really good on this ship as well. Having fleet will stop them from declaring war at all. 28s. Neutons in large. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. . 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. There are usually just two types of compositions in my fleets (1:1 ratio, they are supposed to work in pairs): max fleet cap swarmer corvette hordes (2 kinetic, 1 energy/1 shield, 2 armor and an afterburner is the loadout) and ~22 artillery battleships led by a titan with -shield aura (giga cannons, balanced weapons). This is what I have taken away from the information. 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. None of these have anything to do with the kinetic tech tree so its not at all uncommon for me to be in like battleship/titan tech levels with only T1 mass drivers as my kinetic weapon :) Physics only have like power, energy buildings, sensors, combat computers and shields as high prio techs and you can put off both shields and energy buildings. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Very happy to announce my mod has gone public and is available on Steam here. Against d2 it will take about 0. For every other component, just use the best available. In my 22 hours I've only. but 100 vs 100 along with all the. 401K subscribers in the Stellaris community. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. Shields- 1. Each pair was moved to Star System with no populated planets, spaceports, mining\science\battle\energy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. View this video if you want to learn which weapons are best to use in the. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. ago. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. 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. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Ships: Shields vs Armor. AI because they never spec Point Defense. However, it looks like that at some point between then and now weapons were changed considerably. 7k and the Kinetic Battleships had a fleet power of 88. 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). Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. IMHO the much better way is to stick with explosive + strike craft. 99. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Kinetic Weapons in Stellaris also come in multiple categories. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. 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. 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. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. I haven't played in almost a year. Titans. Title Card Overlay by Wi. AI because they never spec Point Defense. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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 . Kinetic is Energy (for RTS) Subscribe. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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). Particle lances on the other hand can synergize very well with kinetic weapons. Ceramo Metal Materials. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Distruptors are good brawling weapons for close range front line ships. 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. It is easier for weapons to ignore, but also easier to bulk up. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. I know they are several older threads about this topic, but I don't want to be a necrophile. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. . 27. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. Flak on the other hand starts at 50 Tracking and ends at 70. Because i tink that the kinetic wepons right now give an advantage in combat. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. AI because they never spec Point Defense. 0 unless otherwise noted. Ship Features: Weapons. 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. Torpedo corvettes were meta some time ago, but were nerfed. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Mix these two in a ratio that matches enemy missiles. Legacy Wikis. But that is only even taking into account the enemy damage types. T3 disruptors output more DPS per slot than CL, and both weapons have so low average hull damage per hit that the difference in disengange chance is negligible against anything. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. Content is available under Attribution-ShareAlike 3. However, it looks like that at some point between then and now weapons were changed considerably. 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. I've read that missiles are the 'OP' way to go from the start vs. 1 Lem released, I can finally post this. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). ago. 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. Darsol • 7 yr.