stellaris kinetic vs energy. 00. stellaris kinetic vs energy

 
00stellaris kinetic vs energy  In the original release version of the game I reliably went with energy weapons and was happy with the results

Ringworld districts provide a large amount of jobs, sometimes too many. In addition, when the Galactic. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Let w1 be 1 energy and 2 kinetic and w2 the other way around and let d1 be 2 shields and 1 armor and d2 the opposite. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. However, it looks like that at some point between then and now weapons were changed considerably. Kinetics. 54, 29. Conversely, they aren’t very good against enemy armor. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Costs 600 Engineering, Requires Nanocomposite. In the original release version of the game I reliably went with energy weapons and was happy with the results. Kinetics tend to have worse accuracy than the equivalent Laser weapon. All resources can be stockpiled. 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. ago. Having fleet will stop them from declaring war at all. ago. Also, get lots of shields since the Contingency's weapons suck vs shields. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Showing 1 - 10 of 10 comments. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. But how about the. In the original release version of the game I reliably went with energy weapons and was happy with the results. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Kinetic Artillery is the best Large kinetic weapon period. As the title says. 1K 48K views 1 year ago Which is the. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. The guns strip the shields, the lance cooks the rest. The focused arc emitter does 11. Legacy Wikis. Against d1 it will take about 0. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. I also have no use for the energy repeatables because I'm going trade federation and getting my energy from trade instead of an energy planet. 7k and the Kinetic Battleships had a fleet power of 88. 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. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. 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. AI because they never spec Point Defense. first damage out put and stack research for energy/ kinetic damage. As the title says. 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. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. One for armor, and one for shields (2 pairs). Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. 99. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. In the original release version of the game I reliably went with energy weapons and was happy with the results. Also, they have the shortest range weapons out of all the crises. Darsol • 7 yr. 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. 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. Both have the same Accuracy. (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. 2. In my 22 hours I've only. AI because they never spec Point Defense. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. In the 3. 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. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. 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. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. 00. Without it, the whole thing would come falling down. For example the ancient laster (Cavitation Collapser), resembles normal lasers. In my 22 hours I've only. 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. 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. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. 0 unless otherwise noted. Kinetic weapons (Gauss Cannons) are good against. Depends kinda on what for a fleet design you are aiming for and what you prefer. TTundri • 6 mo. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. AI because they never spec Point Defense. Having a high tier starbase, as best, will stop them from pushing into that system. Flak on the other hand starts at 50 Tracking and ends at 70. 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 damage out put and stack research for energy/ kinetic damage. I've read that missiles are the 'OP' way to go from the start vs. 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. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. an explosive vs. 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. In my 22 hours I've only. . IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. 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. 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. Energy Siphons are potent early game weapons. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Starfighters! [3. The Low roll damage for a Lance is an Average roll for. This energy can be released in a car engine when the gasoline combusts, producing high-temperature gases that move the engine’s pistons and, ultimately, propel the car forward (kinetic energy) 1 ‍ . In Stellaris, Kinetic weapons are made to take out enemy shields. 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. 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. 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. The other with a shield debuff aura, your best armor, and your best medium guns. 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. Starfighters! [3. In my 22 hours I've only. 28s. 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 destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. 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. 1. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. I think my favorite early ship build is a Corvette with Point Defense, Energy Siphon, and Lasers. Core Cracking. In my 22 hours I've only. AI because they never spec Point Defense. 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. Like now missiles really suck so barely anybody uses them. ago. However, it looks like that at some point between then and now weapons were changed considerably. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. I've noticed that in base Stellaris minerals never run out through construction of extra mining stations while energy credits never stop being an issue (Even more with Machine empires, since both the Coordinator and Calculator jobs consume Energy, rather than one eating minerals while assembly is no longer minerals. EDIT: I took a look at the late game tech, and it turns out that Physics has only 3 useless repeatable technologies (Build Cost, Build Speed, Sensor Range) where Engineering has 6 (Strike Craft Damage/Fire Rate, Missile Damage/Fire Rate, Station Health/Damage)[8 if you use energy instead of kinetic weapons]. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. But that is only even taking into account the enemy damage types. 99. I've read that missiles are the 'OP' way to go from the start vs. • 4 yr. 13. Only use armor on ships if you have a spare place due to energy reasons (talking early game). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. Kinetic Weapons. Energy weapons are good against armor but weak against shields. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. gamefaqs_astrophys. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. In my 22 hours I've only. that is a 325% difference in base DPS before adjusting for modifiers. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. But, past year 100 or so, you want to switch to energy weapons. 4 Stellaris Tech Id List – F to I. Use arc emitters and kinetic battery. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. [8 if you use energy instead of kinetic weapons]. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. My knowledge about it only goes about laser, it is very effective against armor and to guard. I've read that missiles are the 'OP' way to go from the start vs. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. But how about the. 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. However, it looks like that at some point between then and now weapons were changed considerably. 54, 29. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Armor- 12. even on the autocannon's worst target it has 40% the effectiveness of plasma. It looks like bomber is the best weapon against them. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Stellaris Ship Design Guide 2023 [3. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. In essence, lasers are a more balanced weapon capable of taking on multiple roles, whereas plasma is more specialized at one role, being anti armor/hull. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Huh, TIL. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. The enigmatic decoders are really good on this ship as well. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. A. 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. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). . 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. 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. where: m — Mass;. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. There are usually just two types of compositions in my fleets (1:1 ratio, they are supposed to work in pairs): max fleet cap swarmer corvette hordes (2 kinetic, 1 energy/1 shield, 2 armor and an afterburner is the loadout) and ~22 artillery battleships led by a titan with -shield aura (giga cannons, balanced weapons). Edit: apparently not I don't think it's a great advantage, but I guess if you want to sacrifice a bit of destructive power for more defensibility, it's goodI haven't played in almost a year. Kinetic Battleship Analysis: N/A. Stellaris Real-time strategy Strategy video game Gaming. In the original release version of the game I reliably went with energy weapons and was happy with the results. So stack shields and dont neglect strike craft (best) and flak (not. Mechanically, each type of spaceborne alien is considered a special type of empire,. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. I've read that missiles are the 'OP' way to go from the start vs. If the enemy has a lot of shields, go for kinetic. AI because they never spec Point Defense. Still need a minimum amount of Energy regardless, for the Hull damage. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. /rival bonus. Our fleets were "Equivalent". 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. Stellaris Cheats is a searchable list of all Stellaris console commands. Phifty56 • 6 yr. 25. Ceramo Metal Materials. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. In my 22 hours I've only. However, it looks like that at some point between then and now weapons were changed considerably. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. AHostOfIssues • 4 yr. Mix these two in a ratio that matches enemy missiles. I haven't played in almost a year. The only exception is when you’re countering something specific. Signature Weapons [3. 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. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. In my 22 hours I've only. 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. have rather significant amounts of PD, making missile based weaponry significantly less effective. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 29. It is probably better to replace the spinal bow with a hangar bow. Small plasma cannon- 6. In my 22 hours I've only. In my 22 hours I've only. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. View this video if you want to learn which weapons are best to use in the. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. However, it looks like that at some point between then and now weapons were changed considerably. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. Accuracy is the standard/max to-hit of a weapon. AI because they never spec Point Defense. Later on, fancy long range weapons start to appear and by the advent of kinetic batteries and heavy launchers there is little to no reason to use the L. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. . Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. Neutons in large. Adding some type of weapon that allows them to bombard a foe along the side of the. . 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. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of Stellaris. 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. The main attribute is fleet DPS vs station shield regen rate. 13. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. It lacks the bonus to hull damage lasers have. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Ditch the Tachyon lance unless you're going up against Prethoryn. So there has been a lot of discussion lately about weapon balance, and even a comment about how the next patch, Heinlein, will have the developers take a closer look at weapon balance and try to work things our accordingly. Energy is good at baseline, and gets better automatically through tech progress. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Autocannons are still solid good on Corvs to fight other Corvs. 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. 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. 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. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. I use plasma on my corvette swarms. have rather significant amounts of PD, making missile based weaponry significantly less effective. 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. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. 60 on CL) and they deal less damage (38average vs. Because Trade is an inefficient resource, unless you pick up bonuses that make it better, and those bonuses require you to pick specific Species Traits, Traditions, etc. ago. Then design two types defence platforms. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Pure energy is not ideal so I'll run approx. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Shields- 1. Carrier battleship. There's a Policy that will let you decide what Trade Value turns into each month. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. For the record, in stellaris 2. Large carrier cruiser. Armor is good against Kinetic weapons. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. I've read that missiles are the 'OP' way to go from the start vs. It doesn't make sense to me. . I've read that missiles are the 'OP' way to go from the start vs. But how about the. Titans. I haven't played in almost a year. Add a pinch of Titan to taste. AI because they never spec Point Defense. 1 torp, 1 disruptor corvette. Kinetics. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. AI because they never spec Point Defense. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. 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. And if they have, armor is better than hull against kinetic batteries. . At the very least , the days of trying to overkill ships is over. half kinetic half energy until I see enemies I can exploit like prethoryn. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. 2k. Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. Another key point to note: Energy torpedoes CANNOT be shot down by PD. . Energy weapons are good against armor but weak against shields. 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. 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. Kinetic weapon repeatable tech ---> Physics area. 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 haven't played in almost a year. 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. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. #3. AI because they never spec Point Defense. However, it looks like that at some point between then and now weapons were changed considerably. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. But that is only even taking into account the enemy damage types. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 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. 6 combat rebalance update. 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. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. This page was last edited on 14 October 2017, at 10:53. Hi all, I've just started my 3rd full play-through and I'm role playing a custom created Dwarven race (in fantasy game I really love them, so I thought I give them a try in Stellaris as well). 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. So in my opinion the giga canon is really the way to go. Say I want to have a titan assigned to every fleet. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. 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. 6.