Stellaris kinetic vs energy. I haven't played in almost a year. Stellaris kinetic vs energy

 
I haven't played in almost a yearStellaris kinetic vs energy  Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent

I'd like to try and learn how to optimize each ship manually. I've read that missiles are the 'OP' way to go from the start vs. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. #7. Torpedo corvettes were meta some time ago, but were nerfed. 6. 412K subscribers in the Stellaris community. 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. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. 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. With lasers and plasmas being both energy-based, I figured there would be an advantage to my focusing my research on one of them rather than both. However, it looks like that at some point between then and now weapons were changed considerably. ago. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. AI because they never spec Point Defense. I've read that missiles are the 'OP' way to go from the start vs. 2. Because i tink that the kinetic wepons right now give an advantage in combat. 1 giga cannon, 2 artillery, the rest some kind of laser. However, it looks like that at some point between then and now weapons were changed considerably. The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of Stellaris. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. JVendin • 6 yr. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. The question is what I want to do in my next game. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Costs 480 Engineering, Requires Mineral Processing. Applying a force requires us to do work. 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. 5. Shields are good against Energy weapons. I know they are several older threads about this topic, but I don't want to be a necrophile. In my 22 hours I've only. Missiles start with 0 Evasion and end with 40. Both have the same Accuracy. . But torpedos and kinetics is the real answer. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. this is why. They only use energy weapons and strike craft. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. For standard battles, it’s tough to beat the reliability and versatility of the simple plasma accelerator, complete with high damage and low energy cost. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. But how about the. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. If you're fighting other empires, I go with a mix of artillery battleships (pick your poison, energy or kinetic) and carrier battleships (because high evasion corvettes suck). Kinetic pair and Energy pair (G vs A; P vs L). And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. AI because they never spec Point Defense. AI because they never spec Point Defense. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. 57s for the shield and 0. Ditch the Tachyon lance unless you're going up against Prethoryn. 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 Siphon isn't a bad weapon for the time you get it; its a fine one. E. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. In my 22 hours I've only. 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. 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. Neutron Battleship Analysis: Win percentage = 100%. ) are good against armor but bad against shields. Oct 15, 2017 @ 2:14am AC vs MD nothing changed, really: ACs are better early game, when ships are small, shields are not as. 13. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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]. The Contingency use energy weapons that are ineffective against shields. Kinetic Weapons. Energy & Armies – Three players involved. There's a Policy that will let you decide what Trade Value turns into each month. Elcuern0 • 3 yr. In my 22 hours I've only. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. 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). Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. 3, I've been running all Kinetic weapons heavy ships. I've read that missiles are the 'OP' way to go from the start vs. 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. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. an explosive vs. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. Kinetics tend to have worse accuracy than the equivalent Laser weapon. 8 (applies to 3. But how about the. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 1 torp, 1 disruptor corvette. 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. AI because they never spec Point Defense. In my 22 hours I've only. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). I personally, have always liked shields. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. ago. Darsol • 7 yr. It is easier for weapons to ignore, but also easier to bulk up. I use 1 titan (each titan has a different aura) and the rest battleships. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. After work has been done, energy has been transferred to the object, and the object will be moving with a new constant speed. I've read that missiles are the 'OP' way to go from the start vs. Legacy Wikis. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. When the enemy has many ships bigger the crusiers make X slot battleships with the X slot being either energy or kinetic, and all L slots being the oopspote damage type. AI because they never spec Point Defense. A blend of Kinetic and Energy weapons will allow players to deal with both the Shields and Armor, while Whirlwind Missiles can overwhelm the Dreadnought's Point Defense and ignore Shields entirely. In the original release version of the game I reliably went with energy weapons and was happy with the results. gamefaqs_astrophys. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. However, it looks like that at some point between then and now weapons were changed considerably. ago. In my 22 hours I've only. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. also, Armor is cool. Certain buildings and other sources. I haven't played in almost a year. Very happy to announce my mod has gone public and is available on Steam here. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. I haven't played in almost a year. So the net profit is very tiny once you factor in upkeep. Description. 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. But how about the. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. Ironically, there is an advanced armor option known as Dragonscale Armor. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. First Choice. Because i tink that the kinetic wepons right now give an advantage in combat. Received widsom is yes, you should take Mass Drivers or Lasers. AI because they never spec Point Defense. Because i tink that the kinetic wepons right now give an advantage in combat. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. I've read that missiles are the 'OP' way to go from the start vs. There are multiple types of kinetic weapons. 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. Try to put a priority on researching the building upgrades for your energy producing buildings. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Missiles have few strengths and many weaknesses. Ships: Shields vs Armor. 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. In Stellaris, one can benefit from this for quicker achievement of the following:. Stellaris Real-time strategy Strategy video game Gaming. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. For every other component, just use the best available. The Low roll damage for a Lance is an Average roll for. 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. JVendin • 6 yr. 16 comments. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. If you're fighting other empires, I go with a mix of artillery battleships (pick your poison, energy or kinetic) and carrier battleships (because high evasion corvettes suck). And at least it sounds plausible. Kinetics tend to have worse accuracy than the equivalent Laser weapon. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Stellaris. r/Stellaris. AI because they never spec Point Defense. I believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. Mechanically, each type of spaceborne alien is considered a special type of empire,. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. 1. IMHO the much better way is to stick with explosive + strike craft. 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 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. Small plasma cannon- 6. However, it looks like that at some point between then and now weapons were changed considerably. Destroyers- if you use them, should be built for alpha and to die. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. I like energy weapons because of the lightshow. Graey • 7 yr. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. Stellaris Cheats is a searchable list of all Stellaris console commands. Caravaneers. 5 and 0. TTundri • 6 mo. 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. 27. 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. Neutons in large. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Also, they have the shortest range weapons out of all the crises. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. +4Energy, -0. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Having a high tier starbase, as best, will stop them from pushing into that system. 99. 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 kinetic energy formula defines the relationship between the mass of an object and its velocity. 25. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Kinetic Weapons. P. 1 giga cannon, 2 artillery, the rest some kind of laser. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Then design two types defence platforms. ago. In my 22 hours I've only. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Costs 600 Engineering, Requires Nanocomposite. I tend to favor Physics when I build sci labs, however. In my 22 hours I've only. I've read that missiles are the 'OP' way to go from the start vs. Carrier battleship. Energy weapons also have a "special" kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. R5: I tested several battleship designs against the Contingency. 0 unless otherwise noted. 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. I once started an. In the original release version of the game I reliably went with energy weapons and was happy with the results. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. Showing 1 - 10 of 10 comments. 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. Here are our Stellaris tips to help you out. It is probably better to replace the spinal bow with a hangar bow. I like energy weapons because of the lightshow. Energy is good at baseline, and gets better automatically through tech progress. . • 4 yr. 5 for the armor, so 1. . I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. 5 and 0. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. The main attribute is fleet DPS vs station shield regen rate. I've read that missiles are the 'OP' way to go from the start vs. 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. Kinetic Artillery is the best Large kinetic weapon period. It looks like bomber is the best weapon against them. If you don't have those, go for max armor and crystal forged hull. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Phifty56 • 6 yr. 16 DPS. Giga cannon is more or less good vs everything. (2) attacker with long range kinetic (1) hunter with long range kinetic. AI because they never spec Point Defense. Armor- 12. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. Once you get like 4 of each in a fleet, barely anything beats it. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Darsol • 7 yr. Because i tink that the kinetic wepons right now give an advantage in combat. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Energy Weapons (Lasers, Neutron Launchers etc. In the original release version of the game I reliably went with energy weapons and was happy with the results. Thoughts on 3. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. However, it looks like that at some point between then and now weapons were changed considerably. 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. PD is slightly harder hitting, Flak can reach a higher Tracking. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. So there has been a lot of discussion lately about weapon balance, and even a comment about how the next patch, Heinlein, will have the developers take a closer look at weapon balance and try to work things our accordingly. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I've read that missiles are the 'OP' way to go from the start vs. Relation to environment. Having fleet will stop them from declaring war at all. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. AI because they never spec Point Defense. 75CG. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. This is what I have taken away from the information. But how about the. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. 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. I haven't played in almost a year. In my 22 hours I've only. Pure energy is not ideal so I'll run approx. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. However, it looks like that at some point between then and now weapons were changed considerably. As it stands now, kinetic vs energy is a joke. AI because they never spec Point Defense. Makes them able to get through both armour and shields. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. ) are good against armor but bad against shields. However, I wanted to. AHostOfIssues • 4 yr. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Two autocannons and one plasma. ago. Energy had your basic lasers, apocalyptic tachyons, and a plethora of variants in between for anti shield duty, anti armor duty, weird electric clouds and anything else you can think of. In the original release version of the game I reliably went with energy weapons and was happy with the results. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Energy weapons are better at defeating shields and or armor, but they have lower overall DPS for the most part than kinetic weapons (not talking about tachyon lances and the like). Even ignoring natural tile resources if needed. I've read that missiles are the 'OP' way to go from the start vs. #3. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. A study on Missile/Hangars vs Point Defense/Flak in 3. In Stellaris, Kinetic weapons are made to take out enemy shields. 5. 4 Stellaris Tech Id List – F to I. 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. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. Autocannon vs Railgun is more up for debate for S and M. even on the autocannon's worst target it has 40% the effectiveness of plasma. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 99. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Then design two types defence platforms. Say I want to have a titan assigned to every fleet. If we want to accelerate an object, then we must apply a force. Ships: Shields vs Armor. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. 13. Welcome to Stellaris! You can find all the load outs of fallen empire ships. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. Potential Energy is the stored energy in an object or system because of its position or configuration. Giga cannon has substantially higher base damage per hit, which, despite the fact that tachyon lance has a little more bonus vs hull, still allows for good chance at doing killing shots. This lets me focus my tech research on the types of weapons I'm actually using. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. 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. Kinetic energy is not a vector. 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. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. But how about the. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. 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. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. Also, get lots of shields since the Contingency's weapons suck vs shields. Which basically means you need kinetic weapons. I haven't played in almost a year. Use arc emitters and kinetic battery. . Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Kinetic Weapons. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. For the record, in stellaris 2. It doesn't make sense to me. 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. 10 missile corvettes vs 10 PD corvettes doesnt go so well. This isn't the first time it this has happened. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Just a reminder that Planetary Automation builds planets based off of. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. Flak on the other hand starts at 50 Tracking and ends at 70. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. The tachyon lance does 15. In the original release version of the game I reliably went with energy weapons and was happy with the results. 7k and the Kinetic Battleships had a fleet power of 88. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD.