If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. It's even worse if multiple missiles are aiming for the same target. AI because they never spec Point Defense. So the net profit is very tiny once you factor in upkeep. There are multiple types of kinetic weapons. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. 1 giga cannon, 2 artillery, the rest some kind of laser. ago. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. 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. Destroyers are ideal for a few decades before battleships become common, but. 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. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. This page was last edited on 14 October 2017, at 10:53. 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. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Two autocannons and one plasma. But how about the. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to. The Contingency use energy weapons that are ineffective against shields. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. 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. I've mainly played Stellaris while using auto-best for my ships. 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. ago. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Gun batteries will mix energy and kinetic (physics/engineering). 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. 25. Subscribe to download. Large broadside battleship. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. In the original release version of the game I reliably went with energy weapons and was happy with the results. HugsAndSnuggles. Torpedo corvettes were meta some time ago, but were nerfed. In the original release version of the game I reliably went with energy weapons and was happy with the results. gamefaqs_astrophys. AI because they never spec Point Defense. But that is only even taking into account the enemy damage types. In the original release version of the game I reliably went with energy weapons and was happy with the results. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. Appreciate the heads up because I'm currently sitting at. 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. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. 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. 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. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. I haven't played in almost a year. I've read that missiles are the 'OP' way to go from the start vs. In my 22 hours I've only. Shield Enhence repeatable tech ---> Engineering area. Showing 1 - 10 of 10 comments. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 2k. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. View this video if you want to learn which weapons are best to use in the. Makes them able to get through both armour and shields. 5 Stellaris Tech Id List – J to P. Received widsom is yes, you should take Mass Drivers or Lasers. 2 days faster than the Arc. half kinetic half energy until I see enemies I can exploit like 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. AHostOfIssues • 4 yr. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 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. I've read that missiles are the 'OP' way to go from the start vs. 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. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Very happy to announce my mod has gone public and is available on Steam here. Best. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. Energy is good at baseline, and gets better automatically through tech progress. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. With limited number of disengage chances , you can safely deal pop shots to the hull and not worry about them retreating before the big guns can cycle. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. 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. an explosive vs. 28s. Content is available under Attribution-ShareAlike 3. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. ago. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. One with a snare aura, level 1 guns and armor (cheap, expendable). The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. I've read that missiles are the 'OP' way to go from the start vs. The energy of a body or a system with respect to the motion of the body or of the particles in the system. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. 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. 5 and 0. Also, they have the shortest range weapons out of all the crises. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. 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. AI because they never spec Point Defense. Carrier battleship. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. Energy takes forever. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. 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. 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. Stellaris Ship Design Guide 2023 [3. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. And if they have, armor is better than hull against kinetic batteries. I've read that missiles are the 'OP' way to go from the start vs. The other with a shield debuff aura, your best armor, and your best medium guns. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. Plasma Auto. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. So - kinetic for MP,. ) are good against armor but bad against shields. Who is Kinetic for?. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. ago • Edited 4 yr. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. Costs 600 Engineering, Requires Nanocomposite. I've developed a system of ship designators to assist in fleet design and upgrade. If you don't have those, go for max armor and crystal forged hull. Then design two types defence platforms. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. Incorporating secondary weapons such as lasers or autocannons can. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. 8 (applies to 3. Legacy Wikis. But how about the. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. I've read that missiles are the 'OP' way to go from the start vs. Small stormfire autocannon- 19. You starting weapons should make up the backbone of your fleet throughout the entire game. The enigmatic decoders are really good on this ship as well. 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. . However Tiyanki are, at least in my games, not extremely common. I like to use Kinetic for the initial long range engagement. Here are our Stellaris tips to help you out. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. 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). And if they have, armor is better than hull against kinetic batteries. I haven't played in almost a year. Kinetic energy formula. have rather significant amounts of PD, making missile based weaponry significantly less effective. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. Energy Weapons (Lasers, Neutron Launchers etc. But that is only even taking into account the enemy damage types. This is what I have taken away from the information. hull and a bonus vs. 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). But how about the. Right out the gate mass drivers are better then red lasers. Stellaris Real-time strategy Strategy video game Gaming. Stellaris. . Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. Secondly, Starbases are way more cost effective than fleets in the early game. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. yea i mean the fallen empires rely heavily on them. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. [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. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. Subscribe to download. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. For every other component, just use the best available. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. 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. In my 22 hours I've only. 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. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Two autocannons and one plasma. 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. 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. Kinetic Battleship Analysis: N/A. 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. 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. This command adds the specified amount of energy credits to your energy credits amount. 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. Having 20 pops all researching is nice, but not when you can't. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. that is a 325% difference in base DPS before adjusting for modifiers. 0 unless otherwise noted. 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. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. In addition, when the Galactic. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Neutron Battleship Analysis: Win percentage = 100%. Be aware this is a work in progress. 24 , 24. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. [deleted] • 5 yr. I've read that missiles are the 'OP' way to go from the start vs. It usually isn't ignored by weapons. 27. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. The focused arc emitter does 11. BusterHighmann. It looks like bomber is the best weapon against them. In Stellaris, Kinetic weapons are. However, it looks like that at some point between then and now weapons were changed considerably. However, it looks like that at some point between then and now weapons were changed considerably. Members Online • [deleted]. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. I haven't played in almost a year. Kinetic weapons (Gauss Cannons) are good against. 2. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Gotcha, that makes sense. Examples, Generator & More: cash <Amount> Copy Command Copy Full. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. It's my default loadout for them, since in the early game it boosts fleet power enough that you can take on destroyers with a good sized swarm, and in the mid-game it's a useful loadout to deal with possible Grey Tempest. I personally, have always liked shields. Particle lances on the other hand can synergize very well with kinetic weapons. 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. The tachyon has 90% armor pen, and -33% shield damage. ago. But how about the. In my 22 hours I've only. PD starts with 10 Tracking and ends with 30. g. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. As it stands now, kinetic vs energy is a joke. Because i tink that the kinetic wepons right now give an advantage in combat. Spaceborne aliens are likely be the first encounter for newly spacefaring species. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. 25), or Energy and Consumer Goods (1= 0. Mechanically, each type of spaceborne alien is considered a special type of empire,. 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. this is why. 4 Stellaris Tech Id List – F to I. Kinetics tend to have worse accuracy than the equivalent Laser weapon. The Contingency use energy weapons that are ineffective against shields. However, it looks like that at some point between then and now weapons were changed considerably. I haven't played in almost a year. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. #3. However, it looks like that at some point between then and now weapons were changed considerably. . 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. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. The tachyon lance does 15. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. However, it looks like that at some point between then and now weapons were changed considerably. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. It doesn't make sense to me. You need Flak and Kinetic Artillery and they sit along the kinetic tree. Not only would that've made sense with regard to the P. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. Generally speaking you also want to choose either kinetic, missile or. Ceramo Metal Materials. It is easier for weapons to ignore, but also easier to bulk up. Say I want to have a titan assigned to every fleet. this version is for reworked tactical system. 54, 29. 1 torp, 1 disruptor corvette. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. So first why not change the hole slot system to be more like…Stellaris. 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. [deleted] • 5 yr. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. Costs 600 Engineering, Requires Nanocomposite. 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. In my 22 hours I've only. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Having fleet will stop them from declaring war at all. Because i tink that the kinetic wepons right now give an advantage in combat. I haven't played in almost a year. 5K subscribers Join Subscribe 2. I've read that missiles are the 'OP' way to go from the start vs. Twitch - This is a quick and dirty video going over the different categories of Energy 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. Another key point to note: Energy torpedoes CANNOT be shot down by PD. In the original release version of the game I reliably went with energy weapons and was happy with the results. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. It's even worse if multiple missiles are aiming for the same target. However, it looks like that at some point between then and now weapons were changed considerably. This is something I've been observing more and more as I play. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. (2) attacker with long range kinetic (1) hunter with long range kinetic. The main attribute is fleet DPS vs station shield regen rate. 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. However at the start the difference is miniscule. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Mix these two in a ratio that matches enemy missiles. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. Armor- 12. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. But how about the. Content is available under Attribution-ShareAlike 3. As the title says. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. . 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. The only exception is when you’re countering something specific. 99 DPS. The guns strip the shields, the lance cooks the rest. I've been playing around with trade value and ecumenopolis a bit and I realize that producing energy via trade is much more convenient than doing it throught normal means: a generator district produces 8 base energy and employs 2 pops, while a basic commercial zone produces 10 trade value, 10 amenities and employs 5 people. gamefaqs_astrophys. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. The most straightforward is the energy/kinetic mix, which either uses Giga Cannon + 4 Neutron Launchers or Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers. Reply. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Physics research area comprises the fields: Computing, Field Manipulation and Particles. 16 comments. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. 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. 24 , 24. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Large carrier cruiser. Without it, the whole thing would come falling down. In the 3. Kinetics. Titans. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. 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. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 60 on CL) and they deal less damage (38average vs. Flak does less damage per shot, in contrast, but is. Energy weapons are good against armor but weak against shields. Small plasma cannon- 6. Signature Weapons [3. However, it looks like that at some point between then and now weapons were changed considerably. Almost everything you build on a planet has an upkeep cost, and it's usually energy. Autocannons are still solid good on Corvs to fight other Corvs. If the enemy has a lot of shields, go for kinetic. In my 22 hours I've only. My knowledge about it only goes about laser, it is very effective against armor and to guard. AI because they never spec Point Defense. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Ironically, there is an advanced armor option known as Dragonscale Armor. Kinetic pair and Energy pair (G vs A; P vs L). Ship Features: Weapons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. When do you use what weapon? For. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. In my 22 hours I've only. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . 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). However, it looks like that at some point between then and now weapons were changed considerably. 412K subscribers in the Stellaris community. In my 22 hours I've only. AI because they never spec Point Defense.