Stellaris kinetic vs energy. 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. Stellaris kinetic vs energy

 
 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 repeatablesStellaris kinetic vs energy  The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris

Kinetic weapons (Gauss Cannons) are good against. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Threw a titan in because why not. In my 22 hours I've only. Shields- 1. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. /rival bonus. Kinetic weapons (Gauss Cannons) are good against. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. (2) attacker with long range kinetic (1) hunter with long range kinetic. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Who is Kinetic for?. 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. Energy weapons are good against armor but weak against shields. Definitely. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 99. plasma meanwhile has 5% of the effectiveness of. I've read that missiles are the 'OP' way to go from the start vs. 0 unless otherwise noted. And if they have, armor is better than hull against kinetic batteries. Use arc emitters and kinetic battery. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It usually isn't ignored by weapons. But that is only even taking into account the enemy damage types. 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). Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. In the original release version of the game I reliably went with energy weapons and was happy with the results. Starfighters! [3. I've read that missiles are the 'OP' way to go from the start vs. The tachyon has 90% armor pen, and -33% shield damage. It's totally backwards to me. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. 29. Autocannon vs Railgun is more up for debate for S and M. 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. It is easier for weapons to ignore, but also easier to bulk up. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. Lets break down the weapon and defence components available in Stellaris. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Kinetic Weapons are the exact opposite of Energy Weapons. Neutons in large. 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. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. 2 days faster than the Arc. Traits. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. Destroyers- if you use them, should be built for alpha and to die. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. Because i tink that the kinetic wepons right now give an advantage in combat. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. AI because they never spec Point Defense. I have not had good results with explosive weapons so far. 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. I've read that missiles are the 'OP' way to go from the start vs. Content is available under Attribution-ShareAlike 3. Sending in a Demolitions Team using an Army. 5 for the armor, so 1. . Against d2 it will take about 0. Both have the same Accuracy. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. Not only would that've made sense with regard to the P. ago. Legacy Wikis. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. This isn't the first time it this has happened. Ship Features: Weapons. 16 comments. Depends kinda on what for a fleet design you are aiming for and what you prefer. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. Say I want to have a titan assigned to every fleet. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Accuracy is the standard/max to-hit of a weapon. name, but it could've also subsumed or replaced the rather arbitrary +. You need Flak and Kinetic Artillery and they sit along the kinetic tree. Carrier battleship. Members Online • [deleted]. Subscribe to download. 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. Giga cannon is more or less good vs everything. Hangars is fighters, but upgrades are wonky for strike craft so the actual combat value will degrade as you get further into repeatables and PD negates them. 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. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. 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. Ceramo Metal Materials. Here are our Stellaris tips to help you out. 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). All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. 6. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. It doesn't make sense to me. It is much easier to get the best kinetic than energy. Prioritize/limit jobs. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. 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. I've mainly played Stellaris while using auto-best for my ships. AI because they never spec Point Defense. But torpedos and kinetics is the real answer. With 3. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. My knowledge about it only goes about laser, it is very effective against armor and to guard. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. First thing to mention IMO is that the breakeven point for conventional vs bypass, if you assume even energy/kinetic repeatables (though not actually the case in practice as we both know since engineering always lags behind), is actually (mostly) about the target’s defensive repeatables, not your own weapons repeatables. In addition, when the Galactic. Also, get lots of shields since the Contingency's weapons suck vs shields. Ceramo Metal Materials. Once you get like 4 of each in a fleet, barely anything beats it. 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. In my 22 hours I've only. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Plasma Auto. Best. 5 Stellaris Tech Id List – J to P. r/Stellaris. 25). ago. 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. 6. In the original release version of the game I reliably went with energy weapons and was happy with the results. Our Result. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. I haven't played in almost a year. Add a pinch of Titan to taste. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. But, past year 100 or so, you want to switch to energy weapons. Flak on the other hand starts at 50 Tracking and ends at 70. 1 torp, 1 disruptor corvette. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. 2k. The guns strip the shields, the lance cooks the rest. I haven't played in almost a year. (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. Kinetics. plasma meanwhile has 5% of the effectiveness of. The big advantage of void beam is the energy repeatable buff it as well as the plasma. where: m — Mass;. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Small plasma cannon- 6. 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. In my 22 hours I've only. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Stellaris' combat system is garbage. 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). The sinews of war are infinire money. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Go to Stellaris r/Stellaris. Potential Energy is the stored energy in an object or system because of its position or configuration. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. The focused arc has 100% armor pen and 100% shield pen. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Right out the gate mass drivers are better then red lasers. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In my 22 hours I've only. In Stellaris, one can benefit from this for quicker achievement of the following:. Legacy Wikis. Kinetic Battleship Analysis: N/A. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. In my 22 hours I've only. There's a Policy that will let you decide what Trade Value turns into each month. 60 on CL) and they deal less damage (38average vs. Starfighters! [3. Even ignoring natural tile resources if needed. g. Spaceborne aliens are likely be the first encounter for newly spacefaring species. ago. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. The giga has 50% armor pen, and an extra 33% shield damage. I've been playing around with trade value and ecumenopolis a bit and I realize that producing energy via trade is much more convenient than doing it throught normal means: a generator district produces 8 base energy and employs 2 pops, while a basic commercial zone produces 10 trade value, 10 amenities and employs 5 people. 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. Kinetic weapons have a decent range (longer than lasers) and are fairly effective against shields, they shine with their high fire rate, and +33% shield damage (the base level at least) but are combated well by their weakness to physical armorProton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. Because i tink that the kinetic wepons right now give an advantage in combat. Our fleets were "Equivalent". I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. 54, 29. Kuzu90. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. I like energy weapons because of the lightshow. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. PD is slightly harder hitting, Flak can reach a higher Tracking. For corvettes, do it at a 1:1 ratio. While velocity can have a positive or negative value, velocity squared is always positive. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. HugsAndSnuggles. 54, 29. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. 99 DPS. The kinetic energy formula defines the relationship between the mass of an object and its velocity. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. armor, so they are better suited to kill starbases (higher tier bases have huge amount of hull and usually more armor than shields, since the base design comes with built in armor independet of the armor pieces in the defensive slots)Twitch - This is a quick and dirty video going over the different categories of Energy weapons. If the enemy has a lot of shields, go for kinetic. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Reply reply Firedashredragon • Strike craft is game of speed, the closer they are the better they hurt, but the ratio between the range and the survivability of the carrier and very important the enemy range. I haven't played in almost a year. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. Applying a force requires us to do work. half kinetic half energy until I see enemies I can exploit like prethoryn. But it never gets any upgraded versions of it, while your Kinetics line does (Mass Driver -> Coilgun -> Railgun -> Advanced Railgun -> Gauss Cannon, plus this research line eventually unlocking the even more powerful Kinetic Battery -> Kinetic Artillery). Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Almost everything you build on a planet has an upkeep cost, and it's usually energy. hull and a bonus vs. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Kinetic weapon repeatable tech ---> Physics area. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Kinetic Battleship Analysis: N/A. With the recent update to 1. Neutons in large. If you don't have those, go for max armor and crystal forged hull. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. 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. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. Distruptors are good brawling weapons for close range front line ships. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. 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. However, it looks like that at some point between then and now weapons were changed considerably. this version is for reworked tactical system. The Contingency use energy weapons that are ineffective against shields. 27. 4 trade value, 0. [deleted] • 5 yr. A blend of Kinetic and Energy weapons will allow players to deal with both the Shields and Armor, while Whirlwind Missiles can overwhelm the Dreadnought's Point Defense and ignore Shields entirely. 5 inf. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. 25. 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. 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. #7. 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. In my 22 hours I've only. I've read that missiles are the 'OP' way to go from the start vs. ago. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. I've read that missiles are the 'OP' way to go from the start vs. Darsol • 7 yr. 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. 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. Mechanically, each type of spaceborne alien is considered a special type of empire,. 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. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. The focused arc emitter does 11. I've read that missiles are the 'OP' way to go from the start vs. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Honestly, I don't even bother with mass drivers at all. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. PD is slightly harder hitting, Flak can reach a higher Tracking. Stellaris Cheats is a searchable list of all Stellaris console commands. 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. Elcuern0 • 3 yr. Having fleet will stop them from declaring war at all. I haven't played in almost a year. Missiles have few strengths and many weaknesses. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. 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. Unlocking each requires you to have the proper level of strike craft technology and a matching. Then design two types defence platforms. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. 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. Energy Weapons (Lasers, Neutron Launchers etc. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. 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. Shields- 1. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. 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. Battleship - Full X and L weapons. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Most people would recommend piling up the free. but 100 vs 100 along with all the. 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). 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. 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. Neutron Battleship Analysis: Win percentage = 100%. I've read that missiles are the 'OP' way to go from the start vs. 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). The Low roll damage for a Lance is an Average roll for. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. AI because they never spec Point Defense. A lot of armor, go energy. Energy & Armies – Three players involved. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The sinews of war are infinire money. this is why. 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. 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. As it stands now, kinetic vs energy is a joke. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. 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. . Energy Siphons are potent early game weapons. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. Very happy to announce my mod has gone public and is available on Steam here. As the title says. AI because they never spec Point Defense. Particle lances on the other hand can synergize very well with kinetic weapons. Without it, the whole thing would come falling down. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. What the arc emitters don't destroy in the first volley the strike. 6 Technology List – Q to S. JVendin • 6 yr. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Hull- 9. Armor- 12. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. AI because they never spec Point Defense. In Stellaris, Kinetic weapons are made to take out enemy shields. Only use armor on ships if you have a spare place due to energy reasons (talking early game). Members Online • [deleted]. I love kinetic weapons. [8 if you use energy instead of kinetic weapons]. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. While Kinetic is better overall for taking down shields, we now have Null Void beams. 25), or Energy and Consumer Goods (1= 0. A lot of armor, go energy. . Ships: Shields vs Armor. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. The tachyon lance does 15. E. In my 22 hours I've only. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. Like now missiles really suck so barely anybody uses them. I currently struggle to balance damage types, fleet speed and fleet ranges. For the record, in stellaris 2. Title Card Overlay by Wi. Earthbound (+15% Energy, +20% Army Damage) Thrifty (+15% Energy)My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. yea i mean the fallen empires rely heavily on them. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. 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 ‍ . T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. they must be pretty good.