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. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. . In my 22 hours I've only. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. 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. 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. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. #3. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. 16 DPS. 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. However, it looks like that at some point between then and now weapons were changed considerably. 32, 5. 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. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. In my 22 hours I've only. strike craft? The late-game counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship, so at a simplistic level it's rocks-paper-scissors between those weapon types. 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. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. It is easier for weapons to ignore, but also easier to bulk up. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. #7. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. In the original release version of the game I reliably went with energy weapons and was happy with the results. But, past year 100 or so, you want to switch to energy weapons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Then again, Kinetic weapons wreck shields better than Disruptors, and larger varients also bypass armour. 6 combat rebalance update. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. 5 × m × v². Add a pinch of Titan to taste. +4Energy, -0. Small plasma cannon- 6. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. It lacks the bonus to hull damage lasers have. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. In my 22 hours I've only. Stellaris Cheats is a searchable list of all Stellaris console commands. In the first 100 years or so, missiles out-perform every other weapon system. However, it looks like that at some point between then and now weapons were changed considerably. And if they have, armor is better than hull against kinetic batteries. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. . In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. 6 combat rebalance update. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. AHostOfIssues • 4 yr. But how about the. 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. The. Having fleet will stop them from declaring war at all. Because i tink that the kinetic wepons right now give an advantage in combat. 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. . If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Only use armor on ships if you have a spare place due to energy reasons (talking early game). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Kinetic Battleship Analysis: N/A. Battleship - Full X and L weapons. I currently struggle to balance damage types, fleet speed and fleet ranges. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. have rather significant amounts of PD, making missile based weaponry significantly less effective. I've read that missiles are the 'OP' way to go from the start vs. However, it looks like that at some point between then and now weapons were changed considerably. 5 inf. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. Destroyers- if you use them, should be built for alpha and to die. . 2. Title Card Overlay by Wi. But how about the. As it stands now, kinetic vs energy is a joke. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. So - kinetic for MP,. yea i mean the fallen empires rely heavily on them. 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. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 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 you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. I've read that missiles are the 'OP' way to go from the start vs. 6 combat rebalance update. 16 DPS. 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. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. And at least it sounds plausible. Which basically means you need kinetic weapons. TTundri • 6 mo. I've read that missiles are the 'OP' way to go from the start vs. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. It’ll also make your Kinetic and Explosive weapons more powerful, which is paramount for protecting your trade routes and territory from pirates or enemy empires. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 5. Gotcha, that makes sense. Accuracy is the standard/max to-hit of a weapon. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Stellaris Real-time strategy Strategy video game Gaming. Sending in a Demolitions Team using an Army. 16 comments. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. So in my opinion the giga canon is really the way to go. but 100 vs 100 along with all the. Thoughts on 3. Use arc emitters and kinetic battery. Zorlond Sep 20, 2020 @ 2:28pm. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. [8 if you use energy instead of kinetic weapons]. Large carrier cruiser. 00. Kinetic weapons have a decent range (longer than lasers) and are fairly effective against shields, they shine with their high fire rate, and +33% shield damage (the base level at least) but are combated well by their weakness to physical armorProton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. Signature Weapons [3. Basically there's 2 options - trade and generators. This page was last edited on 14 October 2017, at 10:53. The only exception is when you’re countering something specific. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. 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. The Low roll damage for a Lance is an Average roll for. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The guns strip the shields, the lance cooks the rest. It is probably better to replace the spinal bow with a hangar bow. For example, if the enemy has 2 laser 1 kinetic 2 shield 1 armor, you should build corvettes with 1 laser 2 kinetic 2 shield 1 armor. Description. But how about the. 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. AI because they never spec Point Defense. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. Kinetic Artillery would be the best L-slot weapon, except I'm not going to bother with a bunch of kinetic repeatables that *only* benefit Titans and nobody else. But how about the. If you don't have those, go for max armor and crystal forged hull. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. Kauldric Jul 30, 2022 @ 12:58pm. Energy Siphons appear to be better than Kinetics for ripping down enemy shields until you get the Level 3 Mass Drivers, and this is actually a rather potent combination with Lasers, because Lasers deal. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. • 1 yr. 5. Shields are good against Energy weapons. Destroyers are ideal for a few decades before battleships become common, but. Flak on the other hand starts at 50 Tracking and ends at 70. 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. P. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. 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). . 3, I've been running all Kinetic weapons heavy ships. As the title says. Graey • 7 yr. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Maybe something like 1/50000 chance. There are 5 designs that are "optimal". This is something I've been observing more and more as I play. ago. 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. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Kinetic weapons (Gauss Cannons) are good against. 2 days faster than the Arc. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 1 Lem released, I can finally post this. I've read that missiles are the 'OP' way to go from the start vs. r/Stellaris. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. Having a high tier starbase, as best, will stop them from pushing into that system. Costs 480 Engineering, Requires Mineral Processing. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. 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've read that missiles are the 'OP' way to go from the start vs. So the net profit is very tiny once you factor in upkeep. Kinetic Weapons are the exact opposite of Energy Weapons. ) are good against armor but bad against shields. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. You starting weapons should make up the backbone of your fleet throughout the entire game. In my 22 hours I've only. The energy of a body or a system with respect to the motion of the body or of the particles in the system. I've read that missiles are the 'OP' way to go from the start vs. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. AI because they never spec Point Defense. Ringworld districts provide a large amount of jobs, sometimes too many. Not only would that've made sense with regard to the P. I like energy weapons because of the lightshow. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. 00. even on the autocannon's worst target it has 40% the effectiveness of plasma. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. 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. For every other component, just use the best available. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Even ignoring natural tile resources if needed. 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. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. The enigmatic decoders are really good on this ship as well. In the original release version of the game I reliably went with energy weapons and was happy with the results. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. It is easier for weapons to ignore, but also easier to bulk up. Stellaris' combat system is garbage. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. Then w1 does 3. . 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. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Members Online • [deleted]. . In my 22 hours I've only. 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. It usually isn't ignored by weapons. Be aware this is a work in progress. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Costs 600 Engineering, Requires Nanocomposite. where: m — Mass;. Spaceborne aliens are likely be the first encounter for newly spacefaring species. AI because they never spec Point Defense. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. In my 22 hours I've only. AI because they never spec Point Defense. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. With 3. Kinetic Battleship Analysis: N/A. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. I've read that missiles are the 'OP' way to go from the start vs. 25), or Energy and Consumer Goods (1= 0. When you hover over PD weapons, under "Type" they say "Point Defense, Kinetic". I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. I haven't played in almost a year. Once you get like 4 of each in a fleet, barely anything beats it. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. In my 22 hours I've only. Armor- 12. 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. AI because they never spec Point Defense. However, it looks like that at some point between then and now weapons were changed considerably. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Another key point to note: Energy torpedoes CANNOT be shot down by PD. even on the autocannon's worst target it has 40% the effectiveness of plasma. Against d1 it will take about 0. This is manily because there are fewer Physics research stations to build. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. Energy Weapons (Lasers, Neutron Launchers etc. Kinetic energy formula. Pure energy is not ideal so I'll run approx. At the very least , the days of trying to overkill ships is over. But that is only even taking into account the enemy damage types. The icon makes them look like artillery, but I take them to be a scaled-up multi-projectile railgun. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. In the original release version of the game I reliably went with energy weapons and was happy with the results. Definitely. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. R5: I tested several battleship designs against the Contingency. IMHO the much better way is to stick with explosive + strike craft. In the original release version of the game I reliably went with energy weapons and was happy with the results. Lets break down the weapon and defence components available in Stellaris. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. I haven't played in almost a year. 24 , 24. Kinetic weapons are good because they keep shooting down regenerating shields so that the energy weapons can keep destroying the armor it is good against so both can ultimately attack the hull they are decent against, so for kinetics to be good you need weapons that have a bonus against armor and or hull to use the shields getting shot down. Neutons in large. Add a pinch of Titan to taste. Prioritize/limit jobs. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. 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). armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. BusterHighmann. Kinetics. In my 22 hours I've only. Ships: Shields vs Armor. In my 22 hours I've only. 32, 5. AI because they never spec Point Defense. In my 22 hours I've only. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. 57s for the shield and 0. . Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 4 trade value, 0. 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. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Torpedo corvettes were meta some time ago, but were nerfed. AI because they never spec Point Defense. AI because they never spec Point Defense. 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. In my 22 hours I've only. Ceramo Metal Materials. Energy Siphons are potent early game weapons. In Stellaris, Kinetic weapons are made to take out enemy shields. Stellaris Wiki Active Wikis. First Choice. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. I haven't played in almost a year. 13. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Potential Energy is the stored energy in an object or system because of its position or configuration. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Destroyers are ideal for a few decades before battleships become common, but. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. Reply reply Firedashredragon • Strike craft is game of speed, the closer they are the better they hurt, but the ratio between the range and the survivability of the carrier and very important the enemy range. I use 1 titan (each titan has a different aura) and the rest battleships. 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. Unlocking each requires you to have the proper level of strike craft technology and a matching. In my 22 hours I've only. For the record, in stellaris 2. 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. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. View this video if you want to learn which weapons are best to use in the. Carrier battleship. ago. Who is Kinetic for?. Ceramo Metal Materials. 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. 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. I use 1 titan (each titan has a different aura) and the rest battleships. Ditch the Tachyon lance unless you're going up against Prethoryn. Still need a minimum amount of Energy regardless, for the Hull damage. they have a higher bonus vs. However, it looks like that at some point between then and now weapons were changed considerably. 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. Myself i generally just make my fleets balanced, with kinetic and energy weapons, favoring kinetic for large guns, energy for xl size and balanced medium and small, but for min maxing you could check the loadout of your upcoming enemy and building to counter them if they favor shields or armor. 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. 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. I haven't played in almost a year. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. I haven't played in almost a year. Kinetic is Energy (for RTS) Subscribe. The focused arc emitter does 11. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. Starfighters! [3. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. In the original release version of the game I reliably went with energy weapons and was happy with the results. I know they are several older threads about this topic, but I don't want to be a necrophile. 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). ) are good against armor but bad against shields.