Stellaris kinetic vs energy. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Stellaris kinetic vs energy

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

Also, get lots of shields since the Contingency's weapons suck vs shields. However, it looks like that at some point between then and now weapons were changed considerably. Ceramo Metal Materials. Having 20 pops all researching is nice, but not when you can't. Kinetic weapons (Gauss Cannons) are good against. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 50, vs Gamma lasers at 6. 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. However, it looks like that at some point between then and now weapons were changed considerably. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). 5. Plasma Auto. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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. I haven't played in almost a year. 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. Potential Energy is the stored energy in an object or system because of its position or configuration. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. 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. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. AI because they never spec Point Defense. #3. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. The enigmatic decoders are really good on this ship as well. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Giga cannon has only 25% penalty vs armor, while tachyon lance has 50% penalty vs shield. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. 2 days faster than the Arc. 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. Armor- 12. So yeah maybe I'll be skipping on the lightning weapons. gamefaqs_astrophys. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. 5 and 0. 75CG. they have a higher bonus vs. Title Card Overlay by Wi. . 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. The best choice is to cause a lower-estimate local power surge, as this will cause the Expedition to proceed for only 50 Energy Credits. I like energy weapons because of the lightshow. AI because they never spec Point Defense. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. A lot of armor, go energy. 5 × m × v². Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. Which basically means you need kinetic weapons. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. 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. 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. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Use arc emitters and kinetic battery. In my 22 hours I've only. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. Stellaris Wiki Active Wikis. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. but 100 vs 100 along with all the. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. AI because they never spec Point Defense. Makes them able to get through both armour and shields. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Stellaris Real-time strategy Strategy video game Gaming. I separated them in pairs. It lacks the bonus to hull damage lasers have. 401K subscribers in the Stellaris community. Spaceborne aliens are likely be the first encounter for newly spacefaring species. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Signature Weapons [3. #7. I haven't played in almost a year. I'd like to try and learn how to optimize each ship manually. Here are our Stellaris tips to help you out. However, it looks like that at some point between then and now weapons were changed considerably. Honestly, I don't even bother with mass drivers at all. It might not kill them outright, but it will take a lot of their shields/armour, and may even damage them - making them less combat effective. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. I've read that missiles are the 'OP' way to go from the start vs. • 4 yr. There is some retargeting in stellaris so anti shield weapons prefer to fire at shielded enemies and its usually important to have at least some anti shield damage. 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. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. In my 22 hours I've only. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. 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. 57s for the shield and 0. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Hull- 9. For corvettes, do it at a 1:1 ratio. Armor is good against Kinetic weapons. E. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. If you don't have those, go for max armor and crystal forged hull. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 24 , 24. where: m — Mass;. In my 22 hours I've only. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. None of these have anything to do with the kinetic tech tree so its not at all uncommon for me to be in like battleship/titan tech levels with only T1 mass drivers as my kinetic weapon :) Physics only have like power, energy buildings, sensors, combat computers and shields as high prio techs and you can put off both shields and energy buildings. Energy weapons 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. When do you use what weapon? For. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Ship Features: Weapons. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Destroyers are ideal for a few decades before battleships become common, but. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. So in my opinion the giga canon is really the way to go. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. However, it looks like that at some point between then and now weapons were changed considerably. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 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. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 4 trade value, 0. Here are our Stellaris tips to help you out. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. AI because they never spec Point Defense. I like shields in sci-fi, because I dunno, they seem cool and they - to me - logically make sense as your primary form of defense, because you don't really want gaping holes blown in your spaceship on a regular basis. The big advantage of void beam is the energy repeatable buff it as well as the plasma. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. Kinetic Battleship Analysis: N/A. 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 mean if you look at the missiles you know you can shoot them down whit point defense, energy. When do you use what weapon? For example, when facing opponents which rely heavily on armour typically energy is best to use so would lasers or plasma be best? If plasma is the best, what's the point to lasers or disruptors? Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Neutron Battleship Analysis: Win percentage = 100%. As it stands now, kinetic vs energy is a joke. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. 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. Unlocking each requires you to have the proper level of strike craft technology and a matching. Kinetic Batteries: best large kinetic weapon, like the kinetic version of Launchers Specialized Explosives: Torpedo, Swarm Torpedoes: slower, tankier, less accurate and shorter range compared to missiles but have a much higher damage output and does bonus damage against armour instead of hull; for use against heavier shipsIf you get the first Volley. 1 torp, 1 disruptor corvette. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. In my 22 hours I've only. 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. Particle lances on the other hand can synergize very well with kinetic weapons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. AI because they never spec Point Defense. I've read that missiles are the 'OP' way to go from the start vs. Without it, the whole thing would come falling down. I've developed a system of ship designators to assist in fleet design and upgrade. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. The only exception is when you’re countering something specific. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. In the original release version of the game I reliably went with energy weapons and was happy with the results. I have not had good results with explosive weapons so far. . Large carrier cruiser. I've read that missiles are the 'OP' way to go from the start vs. It doesn't make sense to me. In the original release version of the game I reliably went with energy weapons and was happy with the results. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. Kinetics. Ships: Shields vs Armor. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. In Stellaris, Kinetic weapons are. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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've mainly played Stellaris while using auto-best for my ships. AI because they never spec Point Defense. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. BusterHighmann. Small plasma cannon- 6. Both have the same Accuracy. JVendin • 6 yr. In my 22 hours I've only. Our Result. 4 Stellaris Tech Id List – F to I. Against d2 it will take about 0. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Because i tink that the kinetic wepons right now give an advantage in combat. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Best. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Kinetic is Energy (for RTS) Subscribe. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. r/Stellaris. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Stellaris Mods Used: Extra Ship Components 3. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. I've read that missiles are the 'OP' way to go from the start vs. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 6+) For those unaware, the "~" command will bring up the console. I've read that missiles are the 'OP' way to go from the start vs. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I personally, have always liked shields. AHostOfIssues • 4 yr. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. overall, the energy torpedoes are the better weapon in my opinion. ago. AI because they never spec Point Defense. I've read that missiles are the 'OP' way to go from the start vs. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Pure energy is not ideal so I'll run approx. It doesn't make sense to me. There are a few things to do. It is easier for weapons to ignore, but also easier to bulk up. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. In the original release version of the game I reliably went with energy weapons and was happy with the results. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. have rather significant amounts of PD, making missile based weaponry significantly less effective. [8 if you use energy instead of kinetic weapons]. In the original release version of the game I reliably went with energy weapons and was happy with the results. Like now missiles really suck so barely anybody uses them. this is why. Kauldric Jul 30, 2022 @ 12:58pm. Having a high tier starbase, as best, will stop them from pushing into that system. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. 68,5 average) so enemies have a higher chance to disengange. In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. Threw a titan in because why not. Gun batteries will mix energy and kinetic (physics/engineering). 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. 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. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. In my 22 hours I've only. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Each pair was moved to Star System with no populated planets, spaceports, miningscienceattleenergy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). 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. AHostOfIssues • 4 yr. ago. 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. Armor- 12. Incorporating secondary weapons such as lasers or autocannons can. 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. ago. It is probably better to replace the spinal bow with a hangar bow. 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. With the recent update to 1. Legacy Wikis. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Subscribe to download. Flak does less damage per shot, in contrast, but is. 16 comments. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Stellaris Wiki Active Wikis. Then w1 does 3. gamefaqs_astrophys. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. • 4 yr. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. In. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. I've read that missiles are the 'OP' way to go from the start vs. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. These were originally planned as energy only but during play we found out that with a few more perks they make awesome armies as well! This is the only species that really “needs” to be psionic and cybernetic. 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. However at the start the difference is miniscule. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. Once you get like 4 of each in a fleet, barely anything beats it. ago. I haven't played in almost a year. (2) attacker with long range kinetic (1) hunter with long range kinetic. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. Gotcha, that makes sense. Costs 600 Engineering, Requires Nanocomposite. 60 on CL) and they deal less damage (38average vs. Then design two types defence platforms. What the arc emitters don't destroy in the first volley the strike. Be aware this is a work in progress. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Kinetics tend to have worse accuracy than the equivalent Laser weapon. . Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Autocannons are still solid good on Corvs to fight other Corvs. ) are good against armor but bad against shields. Hangars is fighters, but upgrades are wonky for strike craft so the actual combat value will degrade as you get further into repeatables and PD negates them. Fixes to mass missiles being bad. 16 comments. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 10 missile corvettes vs 10 PD corvettes doesnt go so well. Neutons in large. 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. I've read that missiles are the 'OP' way to go from the start vs. 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. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. But that is only even taking into account the enemy damage types. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. Secondly, Starbases are way more cost effective than fleets in the early game. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. Elcuern0 • 3 yr. It's totally backwards to me. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Thoughts on 3. However, it looks like that at some point between then and now weapons were changed considerably. 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. The tachyon lance does 15. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #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 Contingency use energy weapons that are ineffective against shields. This is something I've been observing more and more as I play. Kinetic Weapons. TTundri • 6 mo. 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. Distruptors yes, siphons no. 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. I've read that missiles are the 'OP' way to go from the start vs. 412K subscribers in the Stellaris community. . 0 unless otherwise noted. AI because they never spec Point Defense. 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. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. 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 suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. . Small stormfire autocannon- 19. 25). The other with a shield debuff aura, your best armor, and your best medium guns. If we want to accelerate an object, then we must apply a force. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. This isn't the first time it this has happened. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Missiles have few strengths and many weaknesses. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. 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. I like energy weapons because of the lightshow. ago • Edited 4 yr. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. they have a higher bonus vs. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Lets break down the weapon and defence components available in Stellaris. Appreciate the heads up because I'm currently sitting at. 5 dps against shields and then 2 dps against armor.