Stellaris kinetic vs energy. 99. Stellaris kinetic vs energy

 
<b>99</b>Stellaris kinetic vs energy My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV

The Contingency use energy weapons that are ineffective against shields. 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). 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. Which basically means you need kinetic weapons. Two autocannons and one plasma. 6. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. This is what I have taken away from the information. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. Let w1 be 1 energy and 2 kinetic and w2 the other way around and let d1 be 2 shields and 1 armor and d2 the opposite. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. In the 3. In my 22 hours I've only. Small plasma cannon- 6. 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. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. 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. Plasma Auto. The Low roll damage for a Lance is an Average roll for. In my 22 hours I've only. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. this is why. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. 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. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. 3. Huh, TIL. Ceramo Metal Materials. I haven't played in almost a year. 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. 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. First Choice. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. ago. This is what I have taken away from the information. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). 29. 5 inf. 2. 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. Penetration is an important part of the metagame, especially around the T2 tech level, but it's an RPS balancing act like kinetic vs energy and PD vs missiles. But they fall a bit flat against their armors. Plasma Auto. Kinetic weapon repeatable tech ---> Physics area. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. I've read that missiles are the 'OP' way to go from the start vs. 54, 29. 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). In Stellaris, Kinetic weapons are. Use arc emitters and kinetic battery. 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). (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. 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. Advanced kinetic weapons require Volatile Motes to build. 99 DPS. I've read that missiles are the 'OP' way to go from the start vs. 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. 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. Best. 1. Examples, Generator & More: cash <Amount> Copy Command Copy Full. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. It doesn't make sense to me. 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. Neutons in large. The focused arc emitter does 11. 2 days faster than the Arc. Add a pinch of Titan to taste. Kuzu90. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. The focused arc has 100% armor pen and 100% shield pen. Stellaris Cheats is a searchable list of all Stellaris console commands. Title Card Overlay by Wi. However, it looks like that at some point between then and now weapons were changed considerably. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. . 5 Stellaris Tech Id List – J to P. plasma meanwhile has 5% of the effectiveness of. Each pair was moved to Star System with no populated planets, spaceports, miningscienceattleenergy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). 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. However, it looks like that at some point between then and now weapons were changed considerably. 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. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Large broadside battleship. Costs 600 Engineering, Requires Nanocomposite. 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. ) are good against armor but bad against shields. an explosive vs. AI because they never spec Point Defense. 1 giga cannon, 2 artillery, the rest some kind of laser. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. PD starts with 10 Tracking and ends with 30. Ringworld districts provide a large amount of jobs, sometimes too many. Then design two types defence platforms. There are multiple types of kinetic weapons. 27. 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. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. I separated them in pairs. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. When you hover over PD weapons, under "Type" they say "Point Defense, Kinetic". 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]. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 07s in total. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Generally speaking you also want to choose either kinetic, missile or. In my 22 hours I've only. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Here are our Stellaris tips to help you out. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. It usually isn't ignored by weapons. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. The other with a shield debuff aura, your best armor, and your best medium guns. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. plasma meanwhile has 5% of the effectiveness of. 8 (applies to 3. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. 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. Ships: Shields vs Armor. TTundri • 6 mo. Threw a titan in because why not. 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). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. I've read that missiles are the 'OP' way to go from the start vs. I usually use the default weapons build, let the computer choose the best weapon Why does he always seem to default to plasma over others?I haven't played in almost a year. Kinetic Weapons. But how about the. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. 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. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. 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. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Core Cracking. 4 Stellaris Tech Id List – F to I. PD starts with 10 Tracking and ends with 30. 1 Comments. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Giga cannon is more or less good vs everything. Caravaneers. Kinetic energy is the energy an object has because of its motion. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Stellaris. 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). In my 22 hours I've only. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. In my 22 hours I've only. So first why not change the hole slot system to be more like…Stellaris. The other with a shield debuff aura, your best armor, and your best medium guns. Content is available under Attribution-ShareAlike 3. But how about the. Zorlond Sep 20, 2020 @ 2:28pm. PD is slightly harder hitting, Flak can reach a higher Tracking. The icon makes them look like artillery, but I take them to be a scaled-up multi-projectile railgun. 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. Reply. However, it looks like that at some point between then and now weapons were changed considerably. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. 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. AI because they never spec Point Defense. 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. I haven't played in almost a year. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. As the title says. Armor is good against Kinetic weapons. Small stormfire autocannon- 19. . Missiles start with 0 Evasion and end with 40. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Costs 480 Engineering, Requires Mineral Processing. I've read that missiles are the 'OP' way to go from the start vs. The kinetic energy KE equation is as follows: KE = 0. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Kinetic Weapons. Torpedo corvettes were meta some time ago, but were nerfed. . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 25). Flak on the other hand starts at 50 Tracking and ends at 70. 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. 6 combat rebalance update. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The tachyon lance does 15. If you don't have those, go for max armor and crystal forged hull. Maybe something like 1/50000 chance. Ships: Shields vs Armor. [deleted] • 5 yr. Still need a minimum amount of Energy regardless, for the Hull damage. However, it looks like that at some point between then and now weapons were changed considerably. Kinetic Weapons. Autocannon vs Railgun is more up for debate for S and M. Graey • 7 yr. . Graey • 7 yr. And if they have, armor is better than hull against kinetic batteries. I personally, have always liked shields. Honestly, I don't even bother with mass drivers at all. But, past year 100 or so, you want to switch to energy weapons. 7 Technology List – T to Z. A. P. Mix these two in a ratio that matches enemy missiles. but 100 vs 100 along with all the. I've read that missiles are the 'OP' way to go from the start vs. There are multiple types of kinetic weapons. Even ignoring natural tile resources if needed. AI because they never spec Point Defense. For the record, in stellaris 2. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Be aware this is a work in progress. Physics research. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. You need Flak and Kinetic Artillery and they sit along the kinetic tree. 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). hull and a bonus vs. So in my opinion the giga canon is really the way to go. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. The big advantage of void beam is the energy repeatable buff it as well as the plasma. AI because they never spec Point Defense. 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. 24 , 24. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. Kinetic energy is not a vector. Fixes to mass missiles being bad. Both have the same Accuracy. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Engineering has many strategic resources. 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. #7. Depends kinda on what for a fleet design you are aiming for and what you prefer. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Because i tink that the kinetic wepons right now give an advantage in combat. But torpedos and kinetics is the real answer. 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. Against d1 it will take about 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 ‍ . 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 Contingency use energy weapons that are ineffective against shields. But, past year 100 or so, you want to switch to energy weapons. Autocannons are still solid good on Corvs to fight other Corvs. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Like now missiles really suck so barely anybody uses them. (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. Having fleet will stop them from declaring war at all. However, it looks like that at some point between then and now weapons were changed considerably. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Ditch the Tachyon lance unless you're going up against Prethoryn. Legacy Wikis. So - kinetic for MP,. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Stellaris. 16 comments. 6 combat rebalance update. Small plasma cannon- 6. Kinetic Battleship Analysis: N/A. In the original release version of the game I reliably went with energy weapons and was happy with the results. I've read that missiles are the 'OP' way to go from the start vs. 99. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. When do you use what weapon? For. Small stormfire autocannon- 19. 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. I've read that missiles are the 'OP' way to go from the start vs. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Kinetic Batteries: best large kinetic weapon, like the kinetic version of Launchers Specialized Explosives: Torpedo, Swarm Torpedoes: slower, tankier, less accurate and shorter range compared to missiles but have a much higher damage output and does bonus damage against armour instead of hull; for use against heavier shipsIf you get the first Volley. Title Card Overlay by Wi. 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. A study on Missile/Hangars vs Point Defense/Flak in 3. AHostOfIssues • 4 yr. In the original release version of the game I reliably went with energy weapons and was happy with the results. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. g. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. AI because they never spec Point Defense. Signature Weapons [3. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. One with a snare aura, level 1 guns and armor (cheap, expendable). Each pair was moved to Star System with no populated planets, spaceports, mining\science\battle\energy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). I haven't played in almost a year. Both have its pros and cons. Neutons in large. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. 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. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Description. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. 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. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. ago. AI because they never spec Point Defense. Definitely. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. I've developed a system of ship designators to assist in fleet design and upgrade. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Energy takes forever. 7k and the Kinetic Battleships had a fleet power of 88. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. 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. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. This is manily because there are fewer Physics research stations to build. Definitely. Lets break down the weapon and defence components available in Stellaris. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. 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. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. AI because they never spec Point Defense. 1K 48K views 1 year ago Which is the. 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. AI because they never spec Point Defense. However, it looks like that at some point between then and now weapons were changed considerably. 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. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. As it stands now, kinetic vs energy is a joke. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. . Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. However, it looks like that at some point between then and now weapons were changed considerably. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Fleet Power: The Neutron Battleships had a fleet power of 86. One with a snare aura, level 1 guns and armor (cheap, expendable). In the original release version of the game I reliably went with energy weapons and was happy with the results. Ship Features: Weapons. JVendin • 6 yr. While Kinetic is better overall for taking down shields, we now have Null Void beams. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. • 4 yr. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Stellaris Wiki Active Wikis. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. But it also penetrates armor by 50%. Having a high tier starbase, as best, will stop them from pushing into that system. PD is slightly harder hitting, Flak can reach a higher Tracking. Kinetic pair and Energy pair (G vs A; P vs L). The main attribute is fleet DPS vs station shield regen rate. 6. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Phifty56 • 6 yr. Very happy to announce my mod has gone public and is available on Steam here.