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. In my 22 hours I've only. I haven't played in almost a year. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. JVendin • 6 yr. Stellaris Real-time strategy Strategy video game Gaming. 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]. Incorporating secondary weapons such as lasers or autocannons can. Armor is good against Kinetic weapons. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Definitely. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. Energy is good at baseline, and gets better automatically through tech progress. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Thoughts on 3. 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. It doesn't make sense to me. 5. I wanted to get tips from you guys about battleship design. 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. I like to use Kinetic for the initial long range engagement. AI because they never spec Point Defense. half kinetic half energy until I see enemies I can exploit like prethoryn. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Another key point to note: Energy torpedoes CANNOT be shot down by PD. JVendin • 6 yr. But it also penetrates armor by 50%. 7 Technology List – T to Z. 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. ago. ago. . AI because they never spec Point Defense. 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. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. As it stands now, kinetic vs energy is a joke. Generally speaking you also want to choose either kinetic, missile or. 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. . 2. I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. A study on Missile/Hangars vs Point Defense/Flak in 3. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. 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). So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. Advanced kinetic weapons require Volatile Motes to build. Distruptors yes, siphons no. However, it looks like that at some point between then and now weapons were changed considerably. It is much easier to get the best kinetic than energy. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Ditch the Tachyon lance unless you're going up against Prethoryn. I've read that missiles are the 'OP' way to go from the start vs. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Content is available under Attribution-ShareAlike 3. Plasma Auto. However, I wanted to. Kinetic weapons (Gauss Cannons) are good against. 1 giga cannon, 2 artillery, the rest some kind of laser. There's a Policy that will let you decide what Trade Value turns into each month. P. I've read that missiles are the 'OP' way to go from the start vs. The kinetic energy formula defines the relationship between the mass of an object and its velocity. name, but it could've also subsumed or replaced the rather arbitrary +. 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. • 4 yr. ago. first damage out put and stack research for energy/ kinetic damage. Neutron Battleship Analysis: Win percentage = 100%. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. The tachyon lance does 15. Energy & Armies – Three players involved. 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. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. 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. 24 , 24. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. It's even worse if multiple missiles are aiming for the same target. 13. I've read that missiles are the 'OP' way to go from the start vs. 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. This page was last edited on 14 October 2017, at 10:53. Also, get lots of shields since the Contingency's weapons suck vs shields. 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. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Graey • 7 yr. Penetration doesn't "cover all bases" in a multiplayer context - penetrating weapons are countered by hardening components, which can be added to most builds at little opportunity cost. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 6. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 1. overall, the energy torpedoes are the better weapon in my opinion. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. AI because they never spec Point Defense. gamefaqs_astrophys. 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 like energy weapons because of the lightshow. Flak on the other hand starts at 50 Tracking and ends at 70. A lot of armor, go energy. 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. Let w1 be 1 energy and 2 kinetic and w2 the other way around and let d1 be 2 shields and 1 armor and d2 the opposite. ago. I've read that missiles are the 'OP' way to go from the start vs. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. There were no shields to worry about so pure energy vaporized them. The focused arc emitter does 11. The Perdition Beam still gets some benefits from energy repeatables, but it's literally the only thing in my fleet that is going to be bothered by an enemy's shields which isn't great. Fleet Power: The Neutron Battleships had a fleet power of 86. Stellaris Cheats is a searchable list of all Stellaris console commands. Appreciate the heads up because I'm currently sitting at. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Accuracy is the standard/max to-hit of a weapon. In my 22 hours I've only. Potential Energy is the stored energy in an object or system because of its position or configuration. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. 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. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. gamefaqs_astrophys. ago. Kinetic Artillery would be the best L-slot weapon, except I'm not going to bother with a bunch of kinetic repeatables that *only* benefit Titans and nobody else. Kinetic Weapons in Stellaris also come in multiple categories. I haven't played in almost a year. 25). 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. I've read that missiles are the 'OP' way to go from the start vs. However, it looks like that at some point between then and now weapons were changed considerably. Relation to environment. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. One with a snare aura, level 1 guns and armor (cheap, expendable). The energy of a body or a system with respect to the motion of the body or of the particles in the system. And if they have, armor is better than hull against kinetic batteries. But how about the. Maybe something like 1/50000 chance. Click to expand. In the original release version of the game I reliably went with energy weapons and was happy with the results. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. I've read that missiles are the 'OP' way to go from the start vs. 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 (Even more with Machine empires, since both the Coordinator and Calculator jobs consume Energy, rather than one eating minerals while assembly is no longer minerals. Torpedo corvettes were meta some time ago, but were nerfed. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. I've read that missiles are the 'OP' way to go from the start vs. Conversely, they aren’t very good against enemy armor. Kinetics. Also, they have the shortest range weapons out of all the crises. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. However, it looks like that at some point between then and now weapons were changed considerably. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. If we want to accelerate an object, then we must apply a force. Flak does less damage per shot, in contrast, but is. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. In my 22 hours I've only. 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. PD starts with 10 Tracking and ends with 30. 2k. Armor- 12. Be aware this is a work in progress. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Global Energy Management, Automated Exploration Protocols, Specialized. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Having a high tier starbase, as best, will stop them from pushing into that system. Engineering has many strategic resources. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. this version is for reworked tactical system. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. The sinews of war are infinire money. Reply. Unlocking each requires you to have the proper level of strike craft technology and a matching. I haven't played in almost a year. 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. ago • Edited 4 yr. However, it looks like that at some point between then and now weapons were changed considerably. 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. AHostOfIssues • 4 yr. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Stellaris Wiki Active Wikis. . In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. In 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. Most people would recommend piling up the free. While Kinetic is better overall for taking down shields, we now have Null Void beams. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. It is probably better to replace the spinal bow with a hangar bow. Which basically means you need kinetic 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. Battleship - Full X and L weapons. 6. Sending in a Demolitions Team using an Army. I've read that missiles are the 'OP' way to go from the start vs. . Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. However Tiyanki are, at least in my games, not extremely common. Almost everything you build on a planet has an upkeep cost, and it's usually energy. It's totally backwards to me. plasma meanwhile has 5% of the effectiveness of. 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. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Traits. Here are our Stellaris tips to help you out. PD is slightly harder hitting, Flak can reach a higher Tracking. Applying a force requires us to do work. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. 67. 57s for the shield and 0. an explosive vs. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. It’ll also make your Kinetic and Explosive weapons more powerful, which is paramount for protecting your trade routes and territory from pirates or enemy empires. 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. 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 suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Plasma Auto. The guns strip the shields, the lance cooks the rest. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. In my 22 hours I've only. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Members Online • [deleted]. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. ago. Stellaris. 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. Hull- 9. 1 torp, 1 disruptor corvette. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. There are 5 designs that are "optimal". Kinetics. The main attribute is fleet DPS vs station shield regen rate. With 3. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. In addition, when the Galactic. 16 comments. 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. Still need a minimum amount of Energy regardless, for the Hull damage. Subscribe to download. So the net profit is very tiny once you factor in upkeep. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 00. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Autobest will often spam things like disrupters which suck, and you won't be focusing your tech on just two or three damages, which will help you tech up faster. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. AI because they never spec Point Defense. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. AI because they never spec Point Defense. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. I've read that missiles are the 'OP' way to go from the start vs. Which basically means you need kinetic weapons. • 4 yr. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. (This doesn't matter as much as it used to - about -4% hits against 30% evasion, now - so enjoy the extra damage and extra shield damage if. ) are good against armor but bad against shields. 75CG. Kinetic Weapons. 13. 07s in total. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 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. So first why not change the hole slot system to be more like…Stellaris. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Small plasma cannon- 6. 1 torp, 1 disruptor corvette. . ago. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. Subscribe to download. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 28s. 25. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. I use plasma on my corvette swarms. I've read that missiles are the 'OP' way to go from the start vs. Subscribe to download. Ship Features: Weapons. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 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. But, past year 100 or so, you want to switch to energy weapons. You need Flak and Kinetic Artillery and they sit along the kinetic tree. If the enemy uses missiles, just smack PD on your ships to counter. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. 7k and the Kinetic Battleships had a fleet power of 88. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. In the original release version of the game I reliably went with energy weapons and was happy with the results. they must be pretty good. I think my favorite early ship build is a Corvette with Point Defense, Energy Siphon, and Lasers. I've read that missiles are the 'OP' way to go from the start vs. 2. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Shields are good against Energy weapons. Costs 600 Engineering, Requires Nanocomposite. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Without it, the whole thing would come falling down. 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. HugsAndSnuggles. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 99. If the enemy has a lot of shields, go for kinetic. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. 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). Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. Kinetic pair and Energy pair (G vs A; P vs L). I've developed a system of ship designators to assist in fleet design and upgrade. There are currently a few different research projects going on right now which are aimed at creating a barrier of dense energy between an armoured vehicle and a projectile. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. 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. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. I haven't played in almost a year. In Stellaris, Kinetic weapons are made to take out enemy shields. . 5. . 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). Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Makes them able to get through both armour and shields. Destroyers are ideal for a few decades before battleships become common, but. Members Online • [deleted]. AI because they never spec Point Defense. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. In Stellaris, one can benefit from this for quicker achievement of the following:. But how about the. Since lasers are a bit on the Elvish side of things, I thought I'll try to avoid them and play only with kinetic weapons and missiles/torpedoes. The Contingency use energy weapons that are ineffective against shields. 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. 54, 29. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I've read that missiles are the 'OP' way to go from the start vs. There are 5 designs that are "optimal". . Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Ships: Shields vs Armor. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. I'd like to try and learn how to optimize each ship manually. Flak on the other hand starts at 50 Tracking and ends at 70. Depends kinda on what for a fleet design you are aiming for and what you prefer. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. Welcome to Stellaris! You can find all the load outs of fallen empire ships. I haven't played in almost a year. First Choice. 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).