Stellaris kinetic vs energy. 57s for the shield and 0. Stellaris kinetic vs energy

 
57s for the shield and 0Stellaris kinetic vs energy 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

. In Stellaris, Kinetic weapons are made to take out enemy shields. Add a pinch of Titan to taste. I haven't played in almost a year. With the recent update to 1. 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). Destroyers are ideal for a few decades before battleships become common, but. First Choice. Then design two types defence platforms. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. Energy Siphons appear to be better than Kinetics for ripping down enemy shields until you get the Level 3 Mass Drivers, and this is actually a rather potent combination with Lasers, because Lasers deal. Received widsom is yes, you should take Mass Drivers or Lasers. The enigmatic decoders are really good on this ship as well. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 00. Shield Enhence repeatable tech ---> Engineering area. 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. Stellaris Wiki Active Wikis. 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. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. 25. In my 22 hours I've only. 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. 6. 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. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. ) are good against armor but bad against shields. 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 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. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 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. 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. 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. But how about the. The other with a shield debuff aura, your best armor, and your best medium guns. Hull- 9. With 3. . Most people would recommend piling up the free. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. Kinetic weapon repeatable tech ---> Physics area. However, it looks like that at some point between then and now weapons were changed considerably. 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. g. 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. Go to Stellaris r/Stellaris • by [deleted] Kinetic - Stellaris for Small Galaxies. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I've developed a system of ship designators to assist in fleet design and upgrade. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Fleet Power: The Neutron Battleships had a fleet power of 86. The icon makes them look like artillery, but I take them to be a scaled-up multi-projectile railgun. 6+) For those unaware, the "~" command will bring up the console. Conversely, they aren’t very good against enemy armor. The enigmatic decoders are really good on this ship as well. 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. 16 comments. Best. Right out the gate mass drivers are better then red lasers. Kinetic Battleship Analysis: N/A. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. For the record, in stellaris 2. ago. They are meant to inflict heavy damage against enemy shields. Makes them able to get through both armour and shields. Neutron Battleship Analysis: Win percentage = 100%. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. If you've researched their respective technologies and all your slots are occupied, just click 'auto complete ship' and it will fill in the slots with the latest technologies. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. Caravaneers. It usually isn't ignored by weapons. 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. Stellaris Cheats is a searchable list of all Stellaris console commands. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Kinetic is Energy (for RTS) Subscribe. One for armor, and one for shields (2 pairs). • 1 yr. Certain buildings and other sources. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. However, it looks like that at some point between then and now weapons were changed considerably. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. Also, they have the shortest range weapons out of all the crises. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). 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. Kinetic energy is not a vector. 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. In the first 100 years or so, missiles out-perform every other weapon system. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. The focused arc has 100% armor pen and 100% shield pen. I haven't played in almost a year. Content is available under Attribution-ShareAlike 3. Elcuern0 • 3 yr. Go to Stellaris r/Stellaris. Koweezo. Armor- 12. 5 and 0. The guns strip the shields, the lance cooks the rest. Reply reply Firedashredragon • Strike craft is game of speed, the closer they are the better they hurt, but the ratio between the range and the survivability of the carrier and very important the enemy range. I've read that missiles are the 'OP' way to go from the start vs. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Ceramo Metal Materials. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 1K 48K views 1 year ago Which is the. plasma meanwhile has 5% of the effectiveness of. Another key point to note: Energy torpedoes CANNOT be shot down by PD. I use 1 titan (each titan has a different aura) and the rest battleships. There are 5 designs that are "optimal". There's a Policy that will let you decide what Trade Value turns into each month. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Small stormfire autocannon- 19. This command adds the specified amount of energy credits to your energy credits amount. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Earthbound (+15% Energy, +20% Army Damage) Thrifty (+15% Energy)My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In my 22 hours I've only. 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. 5 dps against shields and then 2 dps against armor. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. It lacks the bonus to hull damage lasers have. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. . A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. Title Card Overlay by Wi. Gun batteries will mix energy and kinetic (physics/engineering). Received widsom is yes, you should take Mass Drivers or Lasers. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. But, past year 100 or so, you want to switch to energy weapons. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Now yes, it's Stellaris and we can just say "new meta - XL battleships with Carrier core and line computer ftw" and yes you can even design an artillery battleship that isn't awful (as long as you don't mix kinetic weapons with plasma due to the range differences) but when the best way to use a titan (which can't have a line computer). But how about the. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. IMHO the much better way is to stick with explosive + strike craft. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Carrier battleship. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Plasma Auto. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. This page was last edited on 14 October 2017, at 10:53. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. 54, 29. I love kinetic weapons. In same time energy weapon became only stronger in time - lasers are very mediocre, plasma is strongest anti-armor gun (and we need it to deal with AE and Leviathans) and tachyons are simply best X-sized weapon in game. I currently struggle to balance damage types, fleet speed and fleet ranges. 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. ago. Kinetic weapons are good because they keep shooting down regenerating shields so that the energy weapons can keep destroying the armor it is good against so both can ultimately attack the hull they are decent against, so for kinetics to be good you need weapons that have a bonus against armor and or hull to use the shields getting shot down. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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). 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Stellaris Ship Design Guide 2023 [3. 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. Just a reminder that Planetary Automation builds planets based off of. Stellaris' combat system is garbage. . In my 22 hours I've only. AI because they never spec Point Defense. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. ago. In the original release version of the game I reliably went with energy weapons and was happy with the results. Energy takes forever. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Because i tink that the kinetic wepons right now give an advantage in combat. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Graey • 7 yr. yea i mean the fallen empires rely heavily on them. Giga cannon is more or less good vs everything. Still need a minimum amount of Energy regardless, for the Hull damage. The other with a shield debuff aura, your best armor, and your best medium guns. Kauldric Jul 30, 2022 @ 12:58pm. Which basically means you need kinetic weapons. I've read that missiles are the 'OP' way to go from the start vs. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. I haven't played in almost a year. 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 missiles. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. 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. Wondering if they're as good as I think they actually are, especially as the speed that fleets close in combat and the range advantage of larger weapons is minimal. Members Online • [deleted]. In the original release version of the game I reliably went with energy weapons and was happy with the results. Shields are good against Energy weapons. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. But torpedos and kinetics is the real answer. I haven't played in almost a year. 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. View this video if you want to learn which weapons are best to use in the. Fleet Power: The Neutron Battleships had a fleet power of 86. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Energy Weapons (Lasers, Neutron Launchers etc. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. But how about the. You starting weapons should make up the backbone of your fleet throughout the entire game. 2. So the net profit is very tiny once you factor in upkeep. It is much easier to get the best kinetic than energy. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. plasma meanwhile has 5% of the effectiveness of. However, it looks like that at some point between then and now weapons were changed considerably. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. 68,5 average) so enemies have a higher chance to disengange. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. In my 22 hours I've only. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. have rather significant amounts of PD, making missile based weaponry significantly less effective. PD is slightly harder hitting, Flak can reach a higher Tracking. 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. The tachyon lance does 15. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In my 22 hours I've only. Stellaris. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. The main attribute is fleet DPS vs station shield regen rate. 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. AI because they never spec Point Defense. Legacy Wikis. The kinetic energy formula defines the relationship between the mass of an object and its velocity. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. 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. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Shields- 1. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. this version is for reworked tactical system. Mechanically, each type of spaceborne alien is considered a special type of empire,. But trade has more options to expand in the late. In the original release version of the game I reliably went with energy weapons and was happy with the results. Also, get lots of shields since the Contingency's weapons suck vs shields. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. I've read that missiles are the 'OP' way to go from the start vs. 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. 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. 16 DPS. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. In my 22 hours I've only. This energy can be released in a car engine when the gasoline combusts, producing high-temperature gases that move the engine’s pistons and, ultimately, propel the car forward (kinetic energy) 1 ‍ . In my 22 hours I've only. 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. I've read that missiles are the 'OP' way to go from the start vs. 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. 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. The focused arc emitter does 11. 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. . In Stellaris, Kinetic weapons are. AI because they never spec Point Defense. I wanted to get tips from you guys about battleship design. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. Which is the better weapon to place in our large slots? Should we use neutron launchers? how about cloud lightning? Is the secret really to use kinetic artil. Distruptors are good brawling weapons for close range front line ships. In my 22 hours I've only. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. In the 3. 8 (applies to 3. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. While Kinetic is better overall for taking down shields, we now have Null Void beams. PD starts with 10 Tracking and ends with 30. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. 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. Relation to environment. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. E. AI because they never spec Point Defense. AI because they never spec Point Defense. Applying a force requires us to do work. Against d1 it will take about 0. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. If the enemy has a lot of shields, go for kinetic. Threw a titan in because why not. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. AI because they never spec Point Defense. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. Appreciate the heads up because I'm currently sitting at. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 2 days faster than the Arc. #7. 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. 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. Zorlond Sep 20, 2020 @ 2:28pm. 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. 1. Kinetic pair and Energy pair (G vs A; P vs L). 401K subscribers in the Stellaris community. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. So yeah maybe I'll be skipping on the lightning weapons. Accuracy is the standard/max to-hit of a weapon. overall, the energy torpedoes are the better weapon in my opinion. 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. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. 99. 24 , 24. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Armor is good against Kinetic weapons. Neutons in large. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. In my 22 hours I've only. Subscribe to download. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. In the original release version of the game I reliably went with energy weapons and was happy with the results. However, it looks like that at some point between then and now weapons were changed considerably. What the arc emitters don't destroy in the first volley the strike. 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. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Oct 15, 2017 @ 2:14am AC vs MD nothing changed, really: ACs are better early game, when ships are small, shields are not as. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. In my 22 hours I've only. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. Kinetic Weapons. Gotcha, that makes sense. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. 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. It looks like bomber is the best weapon against them. 6 combat rebalance update. Missiles start with 0 Evasion and end with 40. It doesn't make sense to me. 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 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. Without it, the whole thing would come falling down. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 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. But how about the. Kinetic Battleship Analysis: N/A. Energy weapons are good against armor but weak against shields. The energy of a body or a system with respect to the motion of the body or of the particles in the system. But how about the. I haven't played in almost a year. 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. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. ago. Our fleets were "Equivalent". Flak does less damage per shot, in contrast, but is. . Missiles have few strengths and many weaknesses. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. However, it looks like that at some point between then and now weapons were changed considerably.