However, it looks like that at some point between then and now weapons were changed considerably. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. 3 Stellaris Tech Id List – C to E. Subscribe to download. It doesn't make sense to me. Armor is good against Kinetic weapons. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. In Stellaris, Kinetic weapons are made to take out enemy shields. I haven't played in almost a year. There are multiple types of kinetic weapons. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. Neutron Battleship Analysis: Win percentage = 100%. ago. Destroyers are ideal for a few decades before battleships become common, but. 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. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Sending in a Demolitions Team using an Army. 2. In the original release version of the game I reliably went with energy weapons and was happy with the results. ago. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. 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 sized. However Tiyanki are, at least in my games, not extremely common. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Subscribe to download. In my 22 hours I've only. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. There are multiple types of kinetic weapons. 6+) For those unaware, the "~" command will bring up the console. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 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. Mechanically, each type of spaceborne alien is considered a special type of empire,. 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. AI because they never spec Point Defense. 50, vs Gamma lasers at 6. They only use energy weapons and strike craft. 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. 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. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. Prioritize/limit jobs. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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 shipsAll resources can be stockpiled. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. Most people would recommend piling up the free. The question is what I want to do in my next game. In my 22 hours I've only. I've read that missiles are the 'OP' way to go from the start vs. Legacy Wikis. 4 trade value, 0. HugsAndSnuggles. 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. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. However, it looks like that at some point between then and now weapons were changed considerably. Signature Weapons [3. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. This page was last edited on 14 October 2017, at 10:53. 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. 6. I've read that missiles are the 'OP' way to go from the start vs. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. I personally, have always liked shields. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. Use arc emitters and kinetic battery. Shields- 1. 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. Best. In my 22 hours I've only. Having fleet will stop them from declaring war at all. Use arc emitters and kinetic battery. You starting weapons should make up the backbone of your fleet throughout the entire game. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. Costs 600 Engineering, Requires Nanocomposite. For every other component, just use the best available. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. Giga cannons do not do the job like arc emitters and cloud lighting is too short. There are a few things to do. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Welcome to Stellaris! You can find all the load outs of fallen empire ships. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Battleship - Full X and L weapons. 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. . Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. But torpedos and kinetics is the real answer. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. 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've read that missiles are the 'OP' way to go from the start vs. AI because they never spec Point Defense. I've read that missiles are the 'OP' way to go from the start vs. Particle lances on the other hand can synergize very well with kinetic weapons. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. I've read that missiles are the 'OP' way to go from the start vs. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. 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. Ceramo Metal Materials. 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). However, it looks like that at some point between then and now weapons were changed considerably. 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. Phifty56 • 6 yr. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Ships: Shields vs Armor. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Right out the gate mass drivers are better then red lasers. In my 22 hours I've only. 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. Kinetic energy formula. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. . 32, 5. 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. 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. 3. 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. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. In the original release version of the game I reliably went with energy weapons and was happy with the results. I like to use Kinetic for the initial long range engagement. #3. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. I usually use the default weapons build, let the computer choose the best weapon Why does he always seem to default to plasma over others?I haven't played in almost a year. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. 99 DPS. Another key point to note: Energy torpedoes CANNOT be shot down by PD. With 3. 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). I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Stellaris Wiki Active Wikis. Kinetic pair and Energy pair (G vs A; P vs L). 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. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. Once you get like 4 of each in a fleet, barely anything beats it. And if they have, armor is better than hull against kinetic batteries. It looks like bomber is the best weapon against them. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. There's a Policy that will let you decide what Trade Value turns into each month. But how about the. But how about the. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. But it also penetrates armor by 50%. In my 22 hours I've only. 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 haven't played in almost a year. Another key point to note: Energy torpedoes CANNOT be shot down by PD. The sinews of war are infinire money. 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. 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. Small stormfire autocannon- 19. 1 Comments. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. gamefaqs_astrophys. Almost everything you build on a planet has an upkeep cost, and it's usually energy. . I've noticed that in base Stellaris minerals never run out through construction of extra mining stations while energy credits never stop being an issue. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. IMHO the much better way is to stick with explosive + strike craft. 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. they must be pretty good. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to. What the arc emitters don't destroy in the first volley the strike. Accuracy is the standard/max to-hit of a weapon. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. The energy of a body or a system with respect to the motion of the body or of the particles in the system. 24 , 24. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. an explosive vs. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. 60 on CL) and they deal less damage (38average vs. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Plasma Auto. 2k. The enigmatic decoders are really good on this ship as well. 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. 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. Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). 5 Stellaris Tech Id List – J to P. Having 20 pops all researching is nice, but not when you can't. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. 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 . The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 10 missile corvettes vs 10 PD corvettes doesnt go so well. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Kinetic Weapons. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Also, they have the shortest range weapons out of all the crises. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. However, it looks like that at some point between then and now weapons were changed considerably. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Here are our Stellaris tips to help you out. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. You starting weapons should make up the backbone of your fleet throughout the entire game. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. 54, 29. Flak on the other hand starts at 50 Tracking and ends at 70. 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. Not only would that've made sense with regard to the P. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Description. EDIT: I took a look at the late game tech, and it turns out that Physics has only 3 useless repeatable technologies (Build Cost, Build Speed, Sensor Range) where Engineering has 6 (Strike Craft Damage/Fire Rate, Missile Damage/Fire Rate, Station Health/Damage)[8 if you use energy instead of kinetic weapons]. 32, 5. this is why. Kauldric Jul 30, 2022 @ 12:58pm. This is something I've been observing more and more as I play. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Missiles have few strengths and many weaknesses. Ditch the Tachyon lance unless you're going up against Prethoryn. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Small plasma cannon- 6. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 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). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 16 DPS. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. Caravaneers. 2 days faster than the Arc. If you're fighting other empires, I go with a mix of artillery battleships (pick your poison, energy or kinetic) and carrier battleships (because high evasion corvettes suck). Kinetic energy is the energy an object has because of its motion. Against d2 it will take about 0. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Which basically means you need kinetic weapons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. • 1 yr. Kinetic energy is not a vector. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Mix these two in a ratio that matches enemy missiles. 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. 6 combat rebalance update. I've read that missiles are the 'OP' way to go from the start vs. As it stands now, kinetic vs energy is a joke. 57s for the shield and 0. In the first 100 years or so, missiles out-perform every other weapon system. PD starts with 10 Tracking and ends with 30. 1 torp, 1 disruptor corvette. Because i tink that the kinetic wepons right now give an advantage in combat. In. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Applying a force requires us to do work. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. The Contingency use energy weapons that are ineffective against shields. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. 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. 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. Stellaris Real-time strategy Strategy video game Gaming. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. ) - 155mm Shock Cannon -. However, it looks like that at some point between then and now weapons were changed considerably. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. Shields are good against Energy weapons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. The focused arc emitter does 11. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. JVendin • 6 yr. Missiles have few strengths and many weaknesses. 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. 1. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 4 Stellaris Tech Id List – F to I. As the title says. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Be aware this is a work in progress. Then again, Kinetic weapons wreck shields better than Disruptors, and larger varients also bypass armour. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. . AI because they never spec Point Defense. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Still need a minimum amount of Energy regardless, for the Hull damage. this version is for reworked tactical system. The only exception is when you’re countering something specific. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. hull and a bonus vs. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. So - kinetic for MP,. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. But that is only even taking into account the enemy damage types. 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. The kinetic energy KE equation is as follows: KE = 0. 412K subscribers in the Stellaris community. 13. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. 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. This lets me focus my tech research on the types of weapons I'm actually using. Subscribe to download. I once started an. However at the start the difference is miniscule. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. I haven't played in almost a year. 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. . Only use armor on ships if you have a spare place due to energy reasons (talking early game). Fleet Power: The Neutron Battleships had a fleet power of 86. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Like now missiles really suck so barely anybody uses them. In my 22 hours I've only. For the record, in stellaris 2. Neutons in large. plasma meanwhile has 5% of the effectiveness of. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. I'd like to try and learn how to optimize each ship manually. One with a snare aura, level 1 guns and armor (cheap, expendable). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. Having a high tier starbase, as best, will stop them from pushing into that system. 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. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. 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 suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Click to expand. TTundri • 6 mo. . By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. A. 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. Generally speaking you also want to choose either kinetic, missile or. 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. IMHO the much better way is to stick with explosive + strike craft. Very happy to announce my mod has gone public and is available on Steam here. Members Online • [deleted]. I haven't played in almost a year. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. In the original release version of the game I reliably went with energy weapons and was happy with the results. have rather significant amounts of PD, making missile based weaponry significantly less effective. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. AI because they never spec Point Defense. that is a 325% difference in base DPS before adjusting for modifiers. But how about the. first damage out put and stack research for energy/ kinetic damage. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. For the record, in stellaris 2. However, it looks like that at some point between then and now weapons were changed considerably. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV.