stellaris kinetic vs energy. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. stellaris kinetic vs energy

 
 Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteriesstellaris kinetic vs energy  What are the broad pros/cons between using a regular weapon (energy/kinetic) vs

An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. It is easier for weapons to ignore, but also easier to bulk up. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. even on the autocannon's worst target it has 40% the effectiveness of plasma. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. I've read that missiles are the 'OP' way to go from the start vs. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. The. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. AI because they never spec Point Defense. ago. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. You starting weapons should make up the backbone of your fleet throughout the entire game. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Against d1 it will take about 0. Neutons in large. Koweezo. A study on Missile/Hangars vs Point Defense/Flak in 3. Kinetic pair and Energy pair (G vs A; P vs L). In my 22 hours I've only. For every other component, just use the best available. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Subscribe to download. The giga has 50% armor pen, and an extra 33% shield damage. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. Flak does less damage per shot, in contrast, but is. Stellaris' combat system is garbage. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. #7. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. I haven't played in almost a year. Ceramo Metal Materials. Autocannon vs Railgun is more up for debate for S and M. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Flak on the other hand starts at 50 Tracking and ends at 70. So stack shields and dont neglect strike craft (best) and flak (not. It doesn't make sense to me. It's even worse if multiple missiles are aiming for the same target. Ship Features: Weapons. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. 57s for the shield and 0. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Right out the gate mass drivers are better then red lasers. The energy of a body or a system with respect to the motion of the body or of the particles in the system. Starfighters! [3. Members Online • [deleted]. As it stands now, kinetic vs energy is a joke. Basically there's 2 options - trade and generators. Graey • 7 yr. 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. AI because they never spec Point Defense. 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. But torpedos and kinetics is the real answer. However, I wanted to. 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. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. The main attribute is fleet DPS vs station shield regen rate. It lacks the bonus to hull damage lasers have. 5K subscribers Join Subscribe 2. I've read that missiles are the 'OP' way to go from the start vs. Most people would recommend piling up the free. I haven't played in almost a year. 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). 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 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Its DPS is 4. I've developed a system of ship designators to assist in fleet design and upgrade. 5 and 0. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. Fleet Power: The Neutron Battleships had a fleet power of 86. (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. Stellaris. Because i tink that the kinetic wepons right now give an advantage in combat. Unlocking each requires you to have the proper level of strike craft technology and a matching. AI because they never spec Point Defense. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. Destroyers- if you use them, should be built for alpha and to die. The kinetic energy KE equation is as follows: KE = 0. 75CG. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. R5: I tested several battleship designs against the Contingency. 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. Shields are secondary. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Adding some type of weapon that allows them to bombard a foe along the side of 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. 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. Sending in a Demolitions Team using an Army. 412K subscribers in the Stellaris community. ago. Because i tink that the kinetic wepons right now give an advantage in combat. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. I wanted to get tips from you guys about battleship design. . I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kinetic weapons (Gauss Cannons) are good against. 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. 16 comments. 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. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Missile weapons suck, energy weapons are ok, but mostly situational (you should only ever use plasma throwers vs armor and neutron torpedoes vs shields), and you really can't go wrong with kinetic. As it stands now, kinetic vs energy is a joke. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Torpedo corvettes were meta some time ago, but were nerfed. Definitely. 0 unless otherwise noted. Having fleet will stop them from declaring war at all. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. [deleted] • 5 yr. The focused arc emitter does 11. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. I've read that missiles are the 'OP' way to go from the start vs. Costs 480 Engineering, Requires Mineral Processing. I've mainly played Stellaris while using auto-best for my ships. gamefaqs_astrophys. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. Here are our Stellaris tips to help you out. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 00. 1 Lem released, I can finally post this. It's even worse if multiple missiles are aiming for the same target. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. 6 Technology List – Q to S. 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. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. So the net profit is very tiny once you factor in upkeep. Shields- 1. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. The enigmatic decoders are really good on this ship as well. g. Giga cannon is more or less good vs everything. There are 5 designs that are "optimal". 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. Ironically, there is an advanced armor option known as Dragonscale Armor. 5 for the armor, so 1. 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. Say I want to have a titan assigned to every fleet. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. In my 22 hours I've only. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. first damage out put and stack research for energy/ kinetic damage. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. Mix these two in a ratio that matches enemy missiles. Advanced kinetic weapons require Volatile Motes to build. 6. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 1 Comments. ago. 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. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. I've read that missiles are the 'OP' way to go from the start vs. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. I haven't played in almost a year. 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. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. Ships: Shields vs Armor. Two autocannons and one plasma. However, it looks like that at some point between then and now weapons were changed considerably. • 4 yr. AI because they never spec Point Defense. But how about the. 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. 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. I've read that missiles are the 'OP' way to go from the start vs. I'd like to try and learn how to optimize each ship manually. But, past year 100 or so, you want to switch to energy weapons. Also, they have the shortest range weapons out of all the crises. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Kinetic energy formula. 00. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. Members Online • [deleted]. AHostOfIssues • 4 yr. Which basically means you need kinetic weapons. AI because they never spec Point Defense. Ceramo Metal Materials. 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. The guns strip the shields, the lance cooks the rest. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 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. 2. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. Thoughts on 3. The only exception is when you’re countering something specific. All resources can be stockpiled. It usually isn't ignored by weapons. 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. I've read that missiles are the 'OP' way to go from the start vs. Destroyers are ideal for a few decades before battleships become common, but. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. 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. . In my 22 hours I've only. Shield Enhence repeatable tech ---> Engineering area. 32, 5. 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. Energy weapons are good against armor but weak against shields. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. ago. I've read that missiles are the 'OP' way to go from the start vs. Kinetic is Energy (for RTS) Subscribe. ago. But how about the. Potential Energy is the stored energy in an object or system because of its position or configuration. 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. 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 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. 6 combat rebalance update. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. Kinetic pair and Energy pair (G vs A; P vs L). The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. 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. 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. Large broadside battleship. Title Card Overlay by Wi. 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. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. PD starts with 10 Tracking and ends with 30. Physics research area comprises the fields: Computing, Field Manipulation and Particles. 0 unless otherwise noted. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. 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. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Lets break down the weapon and defence components available in Stellaris. I haven't played in almost a year. 99. I tend to favor Physics when I build sci labs, however. Legacy Wikis. I've read that missiles are the 'OP' way to go from the start vs. Kinetics. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. 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. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Stellaris. Missiles start with 0 Evasion and end with 40. Energy & Armies – Three players involved. 54, 29. But how about the. Makes them able to get through both armour and shields. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. The guns strip the shields, the lance cooks the rest. 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. Best. It's my default loadout for them, since in the early game it boosts fleet power enough that you can take on destroyers with a good sized swarm, and in the mid-game it's a useful loadout to deal with possible Grey Tempest. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. 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. Conversely, they aren’t very good against enemy armor. In my 22 hours I've only. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Say I want to have a titan assigned to every fleet. 3 Stellaris Tech Id List – C to E. AHostOfIssues • 4 yr. 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. 2 days faster than the Arc. Even ignoring natural tile resources if needed. Title Card Overlay by Wi. 5 inf. 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. There's a Policy that will let you decide what Trade Value turns into each month. 50, vs Gamma lasers at 6. 4 trade value, 0. AI because they never spec Point Defense. Disruptors I mostly don't use unless. Very happy to announce my mod has gone public and is available on Steam here. One for armor, and one for shields (2 pairs). 6. This command adds the specified amount of energy credits to your energy credits amount. I've read that missiles are the 'OP' way to go from the start vs. The only exception is when you’re countering something specific. If you don't have those, go for max armor and crystal forged hull. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. The Contingency use energy weapons that are ineffective against shields. In the original release version of the game I reliably went with energy weapons and was happy with the results. Kinetics. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. 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 ‍ . A lot of armor, go energy. In same time energy weapon became only stronger in time - lasers are very mediocre, plasma is strongest anti-armor gun (and we need it to deal with AE and Leviathans) and tachyons are simply best X-sized weapon in game. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Autocannons are still solid good on Corvs to fight other Corvs. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Like now missiles really suck so barely anybody uses them. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. they must be pretty good. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. Go to Stellaris r/Stellaris. Kinetic Weapons. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. But how about the. I use plasma on my corvette swarms. However, it looks like that at some point between then and now weapons were changed considerably. 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. AI because they never spec Point Defense. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. When do you use what weapon? For example, when facing opponents which rely heavily on armour typically energy is best to use so would lasers or plasma be best? If plasma is the best, what's the point to lasers or disruptors? Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. This page was last edited on 14 October 2017, at 10:53. Threw a titan in because why not. Neutons in large. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Core Cracking. 16 comments. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. Kauldric Jul 30, 2022 @ 12:58pm. I like energy weapons because of the lightshow. 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've read that missiles are the 'OP' way to go from the start vs. AI because they never spec Point Defense. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. that is a 325% difference in base DPS before adjusting for modifiers. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The sinews of war are infinire money. . 2. 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. However at the start the difference is miniscule. 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. I've read that missiles are the 'OP' way to go from the start vs. Large carrier cruiser. This is something I've been observing more and more as I play. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. I've read that missiles are the 'OP' way to go from the start vs. Distruptors are good brawling weapons for close range front line ships. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. There are a few things to do.