stellaris kinetic vs energy. So a tennis ball thrown to the right with a velocity of 5 m/s, has the exact same kinetic energy as a tennis ball thrown down with a velocity of 5 m/s. stellaris kinetic vs energy

 
 So a tennis ball thrown to the right with a velocity of 5 m/s, has the exact same kinetic energy as a tennis ball thrown down with a velocity of 5 m/sstellaris kinetic vs energy I separated them in pairs

Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. View this video if you want to learn which weapons are best to use in the. In my 22 hours I've only. I've read that missiles are the 'OP' way to go from the start vs. If you don't have those, go for max armor and crystal forged hull. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. This is something I've been observing more and more as I play. Small stormfire autocannon- 19. 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. 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. 32, 5. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Members Online • [deleted]. In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. Energy Weapons (Lasers, Neutron Launchers etc. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Destroyers- if you use them, should be built for alpha and to die. 25), or Energy and Consumer Goods (1= 0. 67. 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. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. Stellaris Wiki Active Wikis. ) are good against armor but bad against shields. 16 DPS. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Disruptors I mostly don't use unless. I wanted to get tips from you guys about battleship design. 00. Flak does less damage per shot, in contrast, but is. I haven't played in almost a year. Having a high tier starbase, as best, will stop them from pushing into that system. However, it looks like that at some point between then and now weapons were changed considerably. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. Ringworld districts provide a large amount of jobs, sometimes too many. 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. 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. Ships: Shields vs Armor. 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). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 6. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. AI because they never spec Point Defense. Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. In my 22 hours I've only. 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. I've read that missiles are the 'OP' way to go from the start vs. I haven't played in almost a year. Because i tink that the kinetic wepons right now give an advantage in combat. 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. an explosive vs. Just a reminder that Planetary Automation builds planets based off of. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Subscribe to download. Ceramo Metal Materials. I pretty much always go for missles in the beginning in fact that is one of the first things I do when I start the game is refit all of my ships to missiles. I haven't played in almost a year. Definitely. It doesn't make sense to me. 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. Secondly, Starbases are way more cost effective than fleets in the early game. So a tennis ball thrown to the right with a velocity of 5 m/s, has the exact same kinetic energy as a tennis ball thrown down with a velocity of 5 m/s. Missiles start with 0 Evasion and end with 40. In my 22 hours I've only. 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. The Contingency use energy weapons that are ineffective against shields. 25. Also, get lots of shields since the Contingency's weapons suck vs shields. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. In my 22 hours I've only. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. I've read that missiles are the 'OP' way to go from the start vs. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. They only use energy weapons and strike craft. . They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. Honestly, I don't even bother with mass drivers at all. Then design two types defence platforms. They are meant to inflict heavy damage against enemy shields. Costs 480 Engineering, Requires Mineral Processing. 5 dps against shields and then 2 dps against armor. this version is for reworked tactical system. 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. In my 22 hours I've only. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. overall, the energy torpedoes are the better weapon in my opinion. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. 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. . Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. This isn't the first time it this has happened. I separated them in pairs. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. In the first 100 years or so, missiles out-perform every other weapon system. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. I've developed a system of ship designators to assist in fleet design and upgrade. Kinetic Weapons. an explosive vs. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. Maybe something like 1/50000 chance. This is something I've been observing more and more as I play. Energy had your basic lasers, apocalyptic tachyons, and a plethora of variants in between for anti shield duty, anti armor duty, weird electric clouds and anything else you can think of. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I haven't played in almost a year. 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. I personally, have always liked shields. Like now missiles really suck so barely anybody uses them. The artillery ones I believe target fighters whereas the other targets missles and kinetic weapons idk for sure though Reply reply ahtemsah • Energy picket for missiles, flak for aircraft iirc, and stormfire autocannons are super on a corv. . Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. AI because they never spec Point Defense. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. And at least it sounds plausible. Shields are good against Energy weapons. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. . 月羽狐 [author] Nov 5, 2022 @ 6:45pm. 24 , 24. 54, 29. gamefaqs_astrophys. ) are good against armor but bad against shields. One with a snare aura, level 1 guns and armor (cheap, expendable). AI because they never spec Point Defense. In the original release version of the game I reliably went with energy weapons and was happy with the results. The other with a shield debuff aura, your best armor, and your best medium guns. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. P. My knowledge about it only goes about laser, it is very effective against armor and to guard. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Costs 600 Engineering, Requires Nanocomposite. The giga has 50% armor pen, and an extra 33% shield damage. 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. 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 my 22 hours I've only. . Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Missiles start with 0 Evasion and end with 40. 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. E. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. For every other component, just use the best available. In my 22 hours I've only. 5 Stellaris Tech Id List – J to P. In my 22 hours I've only. 16 comments. Plasma Auto. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. 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. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). However, it looks like that at some point between then and now weapons were changed considerably. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Stellaris Ship Design Guide 2023 [3. 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. ago. Title Card Overlay by Wi. Which basically means you need kinetic weapons. Add a pinch of Titan to taste. have rather significant amounts of PD, making missile based weaponry significantly less effective. Because i tink that the kinetic wepons right now give an advantage in combat. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. I use plasma on my corvette swarms. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Shields are secondary. Makes them able to get through both armour and shields. So first why not change the hole slot system to be more like…Stellaris. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. Neutons in large. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. It is easier for weapons to ignore, but also easier to bulk up. AI because they never spec Point Defense. 6+) For those unaware, the "~" command will bring up the console. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. Depends kinda on what for a fleet design you are aiming for and what you prefer. 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. Kinetic pair and Energy pair (G vs A; P vs L). Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. And if they have, armor is better than hull against kinetic batteries. AI because they never spec Point Defense. Welcome to Stellaris! You can find all the load outs of fallen empire ships. 4 Stellaris Tech Id List – F to I. Adding some type of weapon that allows them to bombard a foe along the side of the. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Appreciate the heads up because I'm currently sitting at. The only exception is when you’re countering something specific. ago. AHostOfIssues • 4 yr. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. In the original release version of the game I reliably went with energy weapons and was happy with the results. In the original release version of the game I reliably went with energy weapons and was happy with the results. Kauldric Jul 30, 2022 @ 12:58pm. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. I've read that missiles are the 'OP' way to go from the start vs. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. Disruptors have 10 less range (50 vs. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Still need a minimum amount of Energy regardless, for the Hull damage. Oct 15, 2017 @ 2:14am AC vs MD nothing changed, really: ACs are better early game, when ships are small, shields are not as. that is a 325% difference in base DPS before adjusting for modifiers. For example the ancient laster (Cavitation Collapser), resembles normal lasers. In Stellaris, Kinetic weapons are. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. In the original release version of the game I reliably went with energy weapons and was happy with the results. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. This is what I have taken away from the information. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. In my 22 hours I've only. 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 built my fleet to counter the enemy's (they had only missiles) by giving my ships Point Defense and Kinetic weapons to counter their shields. 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. R5: I tested several battleship designs against the Contingency. Best. AI because they never spec Point Defense. hull and a bonus vs. Here are our Stellaris tips to help you out. Kinetic weapons (Gauss Cannons) are good against. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. • 1 yr. Ironically, there is an advanced armor option known as Dragonscale Armor. I think my favorite early ship build is a Corvette with Point Defense, Energy Siphon, and Lasers. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Kinetic Weapons. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. So in my opinion the giga canon is really the way to go. I haven't played in almost a year. 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. 6 Technology List – Q to S. AI because they never spec Point Defense. Kinetic weapon repeatable tech ---> Physics area. However, it looks like that at some point between then and now weapons were changed considerably. But they fall a bit flat against their armors. Add a pinch of Titan to taste. 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. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Subscribe to download. 0 unless otherwise noted. So the net profit is very tiny once you factor in upkeep. Kinetic Battleship Analysis: N/A. Neutons in large. There are 5 designs that are "optimal". Sending in a Demolitions Team using an Army. In my 22 hours I've only. [deleted] • 5 yr. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. View this video if you want to lea. 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. I separated them in pairs. It usually isn't ignored by weapons. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. There are multiple types of kinetic weapons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Ships: Shields vs Armor. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Then w1 does 3. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. 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. 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). Not only would that've made sense with regard to the P. 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). AI because they never spec Point Defense. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. The focused arc has 100% armor pen and 100% shield pen. When you hover over PD weapons, under "Type" they say "Point Defense, Kinetic". I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. this is why. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 6. 99. 6 combat rebalance update. 68,5 average) so enemies have a higher chance to disengange. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. However, it looks like that at some point between then and now weapons were changed considerably. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Costs 600 Engineering, Requires Nanocomposite. The main attribute is fleet DPS vs station shield regen rate. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 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 ‍ . Thoughts on 3. Go to Stellaris r/Stellaris • by [deleted] Kinetic - Stellaris for Small Galaxies. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. In the original release version of the game I reliably went with energy weapons and was happy with the results. name, but it could've also subsumed or replaced the rather arbitrary +. 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. 25. However, it looks like that at some point between then and now weapons were changed considerably. In my 22 hours I've only. ago. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Another key point to note: Energy torpedoes CANNOT be shot down by PD. . I've read that missiles are the 'OP' way to go from the start vs. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. 07s in total. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . For an overall practical design I fit Corvettes with one Energy mount and two kinetics. AI because they never spec Point Defense. #3. The tachyon has 90% armor pen, and -33% shield damage. However, it looks like that at some point between then and now weapons were changed considerably. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Flak on the other hand starts at 50 Tracking and ends at 70. 5 × m × v². In the original release version of the game I reliably went with energy weapons and was happy with the results. For corvettes, do it at a 1:1 ratio. If the enemy has a lot of shields, go for kinetic. Having fleet will stop them from declaring war at all. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Content is available under Attribution-ShareAlike 3. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. Our fleets were "Equivalent". I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I once started an. However, it looks like that at some point between then and now weapons were changed considerably. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. 1 Comments. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. Two autocannons and one plasma. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. Neutron Battleship Analysis: Win percentage = 100%. 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. (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. 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. 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. JVendin • 6 yr. AI because they never spec Point Defense. 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. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. In the original release version of the game I reliably went with energy weapons and was happy with the results. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Destroyers are ideal for a few decades before battleships become common, but. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Core Cracking. Fleet Power: The Neutron Battleships had a fleet power of 86. 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. Also, get lots of shields since the Contingency's weapons suck vs shields. Its DPS is 4. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. But it also penetrates armor by 50%. Kinetic Weapons are the exact opposite of Energy Weapons. I haven't played in almost a year. These are not as effective as Kinetic at base power, but they do synergize well and allow you to focus on Energy Damage repeatable techs, giving your whole fleet increased performance all at the same time. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I know they are several older threads about this topic, but I don't want to be a necrophile. The big advantage of void beam is the energy repeatable buff it as well as the plasma. Engineering has many strategic resources. . Edit: Regarding armor late game, mind you there's a cap just like with evasion, for armor it's 90% as far as I believe. In Stellaris, one can benefit from this for quicker achievement of the following:. I'd like to try and learn how to optimize each ship manually. .