they have a higher bonus vs. 1K 48K views 1 year ago Which is the. Gun batteries will mix energy and kinetic (physics/engineering). Mechanically, each type of spaceborne alien is considered a special type of empire,. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. IMHO the much better way is to stick with explosive + strike craft. Applying a force requires us to do work. 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. 6 combat rebalance update. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. 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. But that is only even taking into account the enemy damage types. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. I usually use the default weapons build, let the computer choose the best weapon Why does he always seem to default to plasma over others?I haven't played in almost a year. 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. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. I haven't played in almost a year. 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. In my 22 hours I've only. gamefaqs_astrophys. Which basically means you need kinetic weapons. 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. 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. In the first 100 years or so, missiles out-perform every other weapon system. 5 inf. The Contingency use energy weapons that are ineffective against shields. AI because they never spec Point Defense. 2. overall, the energy torpedoes are the better weapon in my opinion. For the record, in stellaris 2. Legacy Wikis. ago. where: m — Mass;. . 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. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. Energy Torpedoes - The Proton Launcher and Neutron Launcher are advanced Torpedo Components that don't penetrate shields but ignore point-defense, have no travel time, and deal massively increased. 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. What the arc emitters don't destroy in the first volley the strike. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Stellaris Cheats is a searchable list of all Stellaris console commands. In my 22 hours I've only. Appreciate the heads up because I'm currently sitting at. E. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. 6 Technology List – Q to S. I've read that missiles are the 'OP' way to go from the start vs. But how about the. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. Energy & Armies – Three players involved. In the original release version of the game I reliably went with energy weapons and was happy with the results. Subscribe to download. The tachyon lance does 15. The icon makes them look like artillery, but I take them to be a scaled-up multi-projectile railgun. 7k and the Kinetic Battleships had a fleet power of 88. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. r/Stellaris. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. However, it looks like that at some point between then and now weapons were changed considerably. Kinetics. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. 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. Kuzu90. Plasma Auto. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Small stormfire autocannon- 19. It is probably better to replace the spinal bow with a hangar bow. 67. 3, I've been running all Kinetic weapons heavy ships. . . I've read that missiles are the 'OP' way to go from the start vs. Having a high tier starbase, as best, will stop them from pushing into that system. 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. Use arc emitters and kinetic battery. Shields are good against Energy weapons. Conversely, they aren’t very good against enemy armor. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In the original release version of the game I reliably went with energy weapons and was happy with the results. Energy weapons also have a "special" kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low. I separated them in pairs. Stellaris Real-time strategy Strategy video game Gaming. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. TTundri • 6 mo. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. 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. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Kinetic Artillery is the best Large kinetic weapon period. This is something I've been observing more and more as I play. The main attribute is fleet DPS vs station shield regen rate. 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 my 22 hours I've only. Only use armor on ships if you have a spare place due to energy reasons (talking early game). In the 3. If you don't have those, go for max armor and crystal forged hull. ago. I believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. The. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. R5: I tested several battleship designs against the Contingency. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. 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. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. But that is only even taking into account the enemy damage types. 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. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. 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. 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. I've read that missiles are the 'OP' way to go from the start vs. 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. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. It's even worse if multiple missiles are aiming for the same target. Here are our Stellaris tips to help you out. 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've read that missiles are the 'OP' way to go from the start vs. Also, they have the shortest range weapons out of all the crises. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. They only use energy weapons and strike craft. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. AI because they never spec Point Defense. Kinetic Batteries: best large kinetic weapon, like the kinetic version of Launchers Specialized Explosives: Torpedo, Swarm Torpedoes: slower, tankier, less accurate and shorter range compared to missiles but have a much higher damage output and does bonus damage against armour instead of hull; for use against heavier shipsIf you get the first Volley. Shields are secondary. Energy Siphons are potent early game weapons. Darsol • 7 yr. 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. In my 22 hours I've only. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Kinetic energy is the energy an object has because of its motion. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. So first why not change the hole slot system to be more like…Stellaris. Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. 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). Content is available under Attribution-ShareAlike 3. However, it looks like that at some point between then and now weapons were changed considerably. 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. My knowledge about it only goes about laser, it is very effective against armor and to guard. The enigmatic decoders are really good on this ship as well. I've read that missiles are the 'OP' way to go from the start vs. 8 (applies to 3. I built my fleet to counter the enemy's (they had only missiles) by giving my ships Point Defense and Kinetic weapons to counter their shields. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. In the original release version of the game I reliably went with energy weapons and was happy with the results. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. 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. I like energy weapons because of the lightshow. I haven't played in almost a year. The focused arc has 100% armor pen and 100% shield pen. 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. ago. Kinetics. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Our Result. Now I just have to re-train my Elite angerous brain to remember that in Stellaris energy is good vs hull, kinetic good vs shields. Use arc emitters and kinetic battery. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. . My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. View this video if you want to learn which weapons are best to use in the. In my 22 hours I've only. Costs 480 Engineering, Requires Mineral Processing. 1 giga cannon, 2 artillery, the rest some kind of laser. 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. It is much easier to get the best kinetic than energy. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Plasma Auto. Shield Enhence repeatable tech ---> Engineering area. Both have its pros and cons. 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 . Examples, Generator & More: cash <Amount> Copy Command Copy Full. Kinetic weapons (Gauss Cannons) are good against. I've read that missiles are the 'OP' way to go from the start vs. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Showing 1 - 10 of 10 comments. However, I wanted to. Thoughts on 3. . 2 days faster than the Arc. It's totally backwards to me. Once you get like 4 of each in a fleet, barely anything beats it. . I currently struggle to balance damage types, fleet speed and fleet ranges. 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. Also, get lots of shields since the Contingency's weapons suck vs shields. The tachyon has 90% armor pen, and -33% shield damage. 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). I've read that missiles are the 'OP' way to go from the start vs. Because i tink that the kinetic wepons right now give an advantage in combat. Against d1 it will take about 0. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. And if they have, armor is better than hull against kinetic batteries. an explosive vs. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. 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. 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. Kinetic Battleship Analysis: N/A. Fleet Power: The Neutron Battleships had a fleet power of 86. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. AI because they never spec Point Defense. Incorporating secondary weapons such as lasers or autocannons can. Advanced kinetic weapons require Volatile Motes to build. There are multiple types of kinetic weapons. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. 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. 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. Signature Weapons [3. Also, they have the shortest range weapons out of all the crises. 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 I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Potential Energy is the stored energy in an object or system because of its position or configuration. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Titans. Not only would that've made sense with regard to the P. But how about the. Prioritize/limit jobs. [8 if you use energy instead of kinetic weapons]. In my 22 hours I've only. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Secondly, Starbases are way more cost effective than fleets in the early game. 2k. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 99 DPS. This lets me focus my tech research on the types of weapons I'm actually using. #7. 5 and 0. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. But, past year 100 or so, you want to switch to energy weapons. 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). ago. However, it looks like that at some point between then and now weapons were changed considerably. In the original release version of the game I reliably went with energy weapons and was happy with the results. In my 22 hours I've only. Makes them able to get through both armour and shields. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 412K subscribers in the Stellaris community. Stellaris Wiki Active Wikis. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. I wanted to get tips from you guys about battleship design. In. Starfighters! [3. Subscribe to download. 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. 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. 24 , 24. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. In the original release version of the game I reliably went with energy weapons and was happy with the results. Energy Torpedoes - The Proton Launcher and Neutron Launcher are advanced Torpedo Components that don't penetrate shields but ignore point-defense, have no travel time, and deal massively increased. So the net profit is very tiny once you factor in upkeep. but 100 vs 100 along with all the. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. 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. 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. ago. The other with a shield debuff aura, your best armor, and your best medium guns. As the title says. With 3. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Energy is good at baseline, and gets better automatically through tech progress. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 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. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. Unlocking each requires you to have the proper level of strike craft technology and a matching. 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. The big advantage of void beam is the energy repeatable buff it as well as the plasma. • 1 yr. 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. 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). 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Because i tink that the kinetic wepons right now give an advantage in combat. I've read that missiles are the 'OP' way to go from the start vs. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. 5. I've read that missiles are the 'OP' way to go from the start vs. Designations tell what kind of weapons and defense were deployed. ago. AI because they never spec Point Defense. In my 22 hours I've only. Huh, TIL. ago • Edited 4 yr. ago. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Hangars is fighters, but upgrades are wonky for strike craft so the actual combat value will degrade as you get further into repeatables and PD negates them. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. In Stellaris, one can benefit from this for quicker achievement of the following:. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. 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. Search the Wiki for a detailed information, but I would recommend wait until you get to late-game to fight it, depending on the Leviathan, you'll need between 30k and 70k in fleet power to fight it. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 25. 24 , 24. 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. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. View this video if you want to lea. You need Flak and Kinetic Artillery and they sit along the kinetic tree. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . 99. However, it looks like that at some point between then and now weapons were changed considerably. 29. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. 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. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. JVendin • 6 yr. Adding some type of weapon that allows them to bombard a foe along the side of the. However at the start the difference is miniscule. have rather significant amounts of PD, making missile based weaponry significantly less effective. Generally speaking you also want to choose either kinetic, missile or. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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. AI because they never spec Point Defense. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. 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. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Title Card Overlay by Wi. One for armor, and one for shields (2 pairs). ) - 155mm Shock Cannon -. Physics research. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. Welcome to Stellaris! You can find all the load outs of fallen empire ships. If the enemy uses missiles, just smack PD on your ships to counter. 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. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. 6+) For those unaware, the "~" command will bring up the console. However, it looks like that at some point between then and now weapons were changed considerably. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. 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.