Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. 99. Energy Siphons are potent early game weapons. 2 days faster than the Arc. In my 22 hours I've only. The focused arc emitter does 11. If the enemy uses missiles, just smack PD on your ships to counter. 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. 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. Energy Weapons (Lasers, Neutron Launchers etc. 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. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. In my 22 hours I've only. . In the original release version of the game I reliably went with energy weapons and was happy with the results. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. AI because they never spec Point Defense. Applying a force requires us to do work. AI because they never spec Point Defense. ago. . However, it looks like that at some point between then and now weapons were changed considerably. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . This command adds the specified amount of energy credits to your energy credits amount. Conversely, they aren’t very good against enemy armor. 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. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. AI because they never spec Point Defense. 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. One with a snare aura, level 1 guns and armor (cheap, expendable). I've read that missiles are the 'OP' way to go from the start vs. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. 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. 00. A lot of armor, go energy. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Energy Torpedoes - The Proton Launcher and Neutron Launcher are advanced Torpedo Components that don't penetrate shields but ignore point-defense, have no travel time, and deal massively increased. However, it looks like that at some point between then and now weapons were changed considerably. Part of the chemical energy is converted to the kinetic energy of the car, while part is converted to thermal energy as heat emitted from the. I've read that missiles are the 'OP' way to go from the start vs. 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. As the title says. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. where: m — Mass;. I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Subscribe to download. that is a 325% difference in base DPS before adjusting for modifiers. It's totally backwards to me. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Kuzu90. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. But how about the. 5. 16 comments. I haven't played in almost a year. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. R5: I tested several battleship designs against the Contingency. 99 DPS. Then design two types defence platforms. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Stellaris Ship Design Guide 2023 [3. 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. But that is only even taking into account the enemy damage types. Fleet Power: The Neutron Battleships had a fleet power of 86. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I've read that missiles are the 'OP' way to go from the start vs. TTundri • 6 mo. Pure energy is not ideal so I'll run approx. View this video if you want to learn which weapons are best to use in the. In the original release version of the game I reliably went with energy weapons and was happy with the results. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. Missiles have few strengths and many weaknesses. 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). This is what I have taken away from the information. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Kinetic Battleship Analysis: N/A. 1 giga cannon, 2 artillery, the rest some kind of laser. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. AI because they never spec Point Defense. The enigmatic decoders are really good on this ship as well. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. As it stands now, kinetic vs energy is a joke. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. plasma meanwhile has 5% of the effectiveness of. 4 Stellaris Tech Id List – F to I. 412K subscribers in the Stellaris community. 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. Armor- 12. I've read that missiles are the 'OP' way to go from the start vs. 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. P. also, Armor is cool. Autocannons are still solid good on Corvs to fight other Corvs. Like now missiles really suck so barely anybody uses them. The kinetic energy formula defines the relationship between the mass of an object and its velocity. The only exception is when you’re countering something specific. Shields- 1. In the original release version of the game I reliably went with energy weapons and was happy with the results. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. I've read that missiles are the 'OP' way to go from the start vs. However Tiyanki are, at least in my games, not extremely common. Gotcha, that makes sense. Secondly, Starbases are way more cost effective than fleets in the early game. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. g. 5 inf. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. Physics research. Both have the same Accuracy. Best. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Later on, fancy long range weapons start to appear and by the advent of kinetic batteries and heavy launchers there is little to no reason to use the L sized. Having fleet will stop them from declaring war at all. AI because they never spec Point Defense. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. • 4 yr. It is easier for weapons to ignore, but also easier to bulk up. HugsAndSnuggles. this is why. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Sending in a Demolitions Team using an Army. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. The only exception is when you’re countering something specific. Edit: apparently not I don't think it's a great advantage, but I guess if you want to sacrifice a bit of destructive power for more defensibility, it's goodI haven't played in almost a year. 16 DPS. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. Shields are secondary. 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. The main attribute is fleet DPS vs station shield regen rate. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. . even on the autocannon's worst target it has 40% the effectiveness of plasma. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. 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. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Threw a titan in because why not. 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. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. Almost everything you build on a planet has an upkeep cost, and it's usually energy. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. Here are our Stellaris tips to help you out. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 1 giga cannon, 2 artillery, the rest some kind of laser. 99. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. The guns strip the shields, the lance cooks the rest. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. However, it looks like that at some point between then and now weapons were changed considerably. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Global Energy Management, Automated Exploration Protocols, Specialized. 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. Neutons in large. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. 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. However at the start the difference is miniscule. Destroyers- if you use them, should be built for alpha and to die. 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. Secondly, Starbases are way more cost effective than fleets in the early game. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. AI because they never spec Point Defense. There are 5 designs that are "optimal". Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. So - kinetic for MP,. Energy Torpedoes - The Proton Launcher and Neutron Launcher are advanced Torpedo Components that don't penetrate shields but ignore point-defense, have no travel time, and deal massively increased. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. The main attribute is fleet DPS vs station shield regen rate. I've read that missiles are the 'OP' way to go from the start vs. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. The question is what I want to do in my next game. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. When the enemy has many ships bigger the crusiers make X slot battleships with the X slot being either energy or kinetic, and all L slots being the oopspote damage type. 2. 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. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . 6+) For those unaware, the "~" command will bring up the console. Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. So yeah maybe I'll be skipping on the lightning weapons. I haven't played in almost a year. first damage out put and stack research for energy/ kinetic damage. Its DPS is 4. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…I haven't played in almost a year. 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]. Kinetics tend to have worse accuracy than the equivalent Laser weapon. In my 22 hours I've only. I use plasma on my corvette swarms. 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. Missiles start with 0 Evasion and end with 40. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. 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. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. With 3. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. AI because they never spec Point Defense. Honestly, I don't even bother with mass drivers at all. What the arc emitters don't destroy in the first volley the strike. 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. 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. With the recent update to 1. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. I haven't played in almost a year. Subscribe to download. Another key point to note: Energy torpedoes CANNOT be shot down by PD. AI because they never spec Point Defense. ago. Description. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. If you don't have those, go for max armor and crystal forged hull. Kinetic energy formula. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. Legacy Wikis. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. 32, 5. Because i tink that the kinetic wepons right now give an advantage in combat. For every other component, just use the best available. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. Because i tink that the kinetic wepons right now give an advantage in combat. One for armor, and one for shields (2 pairs). Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of different sizes and ranges. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. AI because they never spec Point Defense. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. When do you use what weapon? For. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. 6. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. None of these have anything to do with the kinetic tech tree so its not at all uncommon for me to be in like battleship/titan tech levels with only T1 mass drivers as my kinetic weapon :) Physics only have like power, energy buildings, sensors, combat computers and shields as high prio techs and you can put off both shields and energy buildings. In my 22 hours I've only. 25. Stellaris Wiki Active Wikis. However, it looks like that at some point between then and now weapons were changed considerably. In my 22 hours I've only. 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. Ironically, there is an advanced armor option known as Dragonscale Armor. 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. AI because they never spec Point Defense. Stellaris Wiki Active Wikis. 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. Having a high tier starbase, as best, will stop them from pushing into that system. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. [8 if you use energy instead of kinetic weapons]. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. In my 22 hours I've only. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. There are multiple types of kinetic weapons. Advanced kinetic weapons require Volatile Motes to build. Both have the same Accuracy. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. 0 unless otherwise noted. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Kinetic Weapons. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. However, it looks like that at some point between then and now weapons were changed considerably. Armor is good against Kinetic weapons. 24 , 24. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. You starting weapons should make up the backbone of your fleet throughout the entire game. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. Add a pinch of Titan to taste. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. 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. Conversely, they aren’t very good against enemy armor. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Hi all, I've just started my 3rd full play-through and I'm role playing a custom created Dwarven race (in fantasy game I really love them, so I thought I give them a try in Stellaris as well). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. E. Now I just have to re-train my Elite angerous brain to remember that in Stellaris energy is good vs hull, kinetic good vs shields. 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. Legacy Wikis. Energy weapons are good against armor but weak against shields. In the original release version of the game I reliably went with energy weapons and was happy with the results. Plasma Auto. AI because they never spec Point Defense. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Then again, Kinetic weapons wreck shields better than Disruptors, and larger varients also bypass armour. 25. 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. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. I've read that missiles are the 'OP' way to go from the start vs. Having 20 pops all researching is nice, but not when you can't. AI because they never spec Point Defense. 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. ago. ago. first damage out put and stack research for energy/ kinetic damage. PD is slightly harder hitting, Flak can reach a higher Tracking. 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. ) - 155mm Shock Cannon -. AI because they never spec Point Defense. overall, the energy torpedoes are the better weapon in my opinion. In Stellaris, Kinetic weapons are made to take out enemy shields. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. AI because they never spec Point Defense. 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). Potential Energy is the stored energy in an object or system because of its position or configuration. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. It is much easier to get the best kinetic than energy. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. However, it looks like that at some point between then and now weapons were changed considerably. In my 22 hours I've only. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). Kinetic is Energy (for RTS) Subscribe. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Autocannon vs Railgun is more up for debate for S and M. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. For the record, in stellaris 2. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Content is available under Attribution-ShareAlike 3. but 100 vs 100 along with all the. Destroyers are ideal for a few decades before battleships become common, but. Adding some type of weapon that allows them to bombard a foe along the side of the. I've read that missiles are the 'OP' way to go from the start vs. Small plasma cannon- 6. 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. I use 1 titan (each titan has a different aura) and the rest battleships. AI because they never spec Point Defense. Plasma Auto. Which basically means you need kinetic weapons. Gotcha, that makes sense. I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. However, it looks like that at some point between then and now weapons were changed considerably. I have not had good results with explosive weapons so far. 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. 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. Costs 600 Engineering, Requires Nanocomposite. I haven't played in almost a year. I've read that missiles are the 'OP' way to go from the start vs. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts.