3 Stellaris Tech Id List – C to E. I personally, have always liked shields. I've read that missiles are the 'OP' way to go from the start vs. Kinetics tend to have worse accuracy than the equivalent Laser weapon. The enigmatic decoders are really good on this ship as well. Large broadside battleship. 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. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. AI because they never spec Point Defense. 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. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. 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 find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. I use 1 titan (each titan has a different aura) and the rest battleships. In same time energy weapon became only stronger in time - lasers are very mediocre, plasma is strongest anti-armor gun (and we need it to deal with AE and Leviathans) and tachyons are simply best X-sized weapon in game. 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). 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. Energy Weapons (Lasers, Neutron Launchers etc. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Against d2 it will take about 0. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Core Cracking. In Stellaris, Kinetic weapons are made to take out enemy shields. Costs 600 Engineering, Requires Nanocomposite. ) are good against armor but bad against shields. The enigmatic decoders are really good on this ship as well. 29. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. I've read that missiles are the 'OP' way to go from the start vs. 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]. When do you use what weapon? For. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. [deleted] • 5 yr. ago. I believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. 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. . 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. But trade has more options to expand in the late. 16 DPS. The main attribute is fleet DPS vs station shield regen rate. Fixes to mass missiles being bad. 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. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). PD is slightly harder hitting, Flak can reach a higher Tracking. For the record, in stellaris 2. 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. AI because they never spec Point Defense. Lets break down the weapon and defence components available in Stellaris. 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. 10 missile corvettes vs 10 PD corvettes doesnt go so well. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. I haven't played in almost a year. 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. Missiles start with 0 Evasion and end with 40. However, it looks like that at some point between then and now weapons were changed considerably. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. I'd like to try and learn how to optimize each ship manually. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. It is probably better to replace the spinal bow with a hangar bow. AI because they never spec Point Defense. Both have the same Accuracy. 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. I've read that missiles are the 'OP' way to go from the start vs. The energy of a body or a system with respect to the motion of the body or of the particles in the system. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. A lot of armor, go energy. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. they must be pretty good. . Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. 60 on CL) and they deal less damage (38average vs. Use arc emitters and kinetic battery. AI because they never spec Point Defense. ago. Kinetic weapons (Gauss Cannons) are good against. even on the autocannon's worst target it has 40% the effectiveness of plasma. 00. 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 . In the original release version of the game I reliably went with energy weapons and was happy with the results. hull and a bonus vs. Having 20 pops all researching is nice, but not when you can't. I like energy weapons because of the lightshow. 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. 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. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. Content is available under Attribution-ShareAlike 3. Because i tink that the kinetic wepons right now give an advantage in combat. Also, get lots of shields since the Contingency's weapons suck vs shields. Distruptors yes, siphons no. Darsol • 7 yr. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. In my 22 hours I've only. Missiles have few strengths and many weaknesses. 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. AI because they never spec Point Defense. I think my favorite early ship build is a Corvette with Point Defense, Energy Siphon, and Lasers. In my 22 hours I've only. Armor- 12. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Maybe something like 1/50000 chance. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. In the original release version of the game I reliably went with energy weapons and was happy with the results. Zorlond Sep 20, 2020 @ 2:28pm. However, I wanted to. P. Content is available under Attribution-ShareAlike 3. 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. In same time energy weapon became only stronger in time - lasers are very mediocre, plasma is strongest anti-armor gun (and we need it to deal with AE and Leviathans) and tachyons are simply best X-sized weapon in game. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. This is something I've been observing more and more as I play. 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. 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. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. Starfighters! [3. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. half kinetic half energy until I see enemies I can exploit like prethoryn. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. And at least it sounds plausible. Stellaris Ship Design Guide 2023 [3. 6 combat rebalance update. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In addition, when the Galactic. (2) attacker with long range kinetic (1) hunter with long range kinetic. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris Wiki Active Wikis. In the original release version of the game I reliably went with energy weapons and was happy with the results. Unlocking each requires you to have the proper level of strike craft technology and a matching. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Title Card Overlay by Wi. AI because they never spec Point Defense. Kinetic Weapons. Traits. IMHO the much better way is to stick with explosive + strike craft. 1K 48K views 1 year ago Which is the. 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. ago. There are 5 designs that are "optimal". The Unbidden have heavily shielded ships, and their weapons all suck vs shields. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. 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). Ceramo Metal Materials. However, it looks like that at some point between then and now weapons were changed considerably. Reply. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. I've read that missiles are the 'OP' way to go from the start vs. Armor- 12. Energy is good at baseline, and gets better automatically through tech progress. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. 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. (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. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. What the arc emitters don't destroy in the first volley the strike. 1 Lem released, I can finally post this. Say I want to have a titan assigned to every fleet. I haven't played in almost a year. In my 22 hours I've only. Right out the gate mass drivers are better then red lasers. I haven't played in almost a year. If we want to accelerate an object, then we must apply a force. 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. Another key point to note: Energy torpedoes CANNOT be shot down by 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. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. While Kinetic is better overall for taking down shields, we now have Null Void beams. Battleship - Full X and L weapons. AI because they never spec Point Defense. Depends kinda on what for a fleet design you are aiming for and what you prefer. Incorporating secondary weapons such as lasers or autocannons can. But how about the. Kinetic Weapons in Stellaris also come in multiple categories. Wondering if they're as good as I think they actually are, especially as the speed that fleets close in combat and the range advantage of larger weapons is minimal. Here are our Stellaris tips to help you out. . In the 3. There were no shields to worry about so pure energy vaporized them. Koweezo. 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). Destroyers- if you use them, should be built for alpha and to die. However, it looks like that at some point between then and now weapons were changed considerably. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. AI because they never spec Point Defense. Say I want to have a titan assigned to every fleet. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. 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). However, it looks like that at some point between then and now weapons were changed considerably. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. I separated them in pairs. I've read that missiles are the 'OP' way to go from the start vs. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. I've read that missiles are the 'OP' way to go from the start vs. In my 22 hours I've only. 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. For every other component, just use the best available. Flak does less damage per shot, in contrast, but is. 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. It is easier for weapons to ignore, but also easier to bulk up. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. PD starts with 10 Tracking and ends with 30. At the very least , the days of trying to overkill ships is over. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. AI because they never spec Point Defense. I haven't played in almost a year. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. 8 (applies to 3. 67. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. 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. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. PD is slightly harder hitting, Flak can reach a higher Tracking. Subscribe to download. I've mainly played Stellaris while using auto-best for my ships. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Stellaris Wiki Active Wikis. Advanced kinetic weapons require Volatile Motes to build. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 54, 29. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. AI because they never spec Point Defense. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. hull and a bonus vs. Conversely, they aren’t very good against enemy armor. ago. However, it looks like that at some point between then and now weapons were changed considerably. Secondly, Starbases are way more cost effective than fleets in the early game. As the title says. In my 22 hours I've only. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. I know they are several older threads about this topic, but I don't want to be a necrophile. 68,5 average) so enemies have a higher chance to disengange. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. In my 22 hours I've only. I love kinetic weapons. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. AI because they never spec Point Defense. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. In my 22 hours I've only. . Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. As it stands now, kinetic vs energy is a joke. Just a reminder that Planetary Automation builds planets based off of. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. 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. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. ago. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. I've read that missiles are the 'OP' way to go from the start vs. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. 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. In my 22 hours I've only. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. Because i tink that the kinetic wepons right now give an advantage in combat. I've read that missiles are the 'OP' way to go from the start vs. Autocannon vs Railgun is more up for debate for S and M. AI because they never spec Point Defense. This is something I've been observing more and more as I play. Appreciate the heads up because I'm currently sitting at. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. View this video if you want to lea. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. that is a 325% difference in base DPS before adjusting for modifiers. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. 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. 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. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. The focused arc has 100% armor pen and 100% shield pen. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. 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. IMHO the much better way is to stick with explosive + strike craft. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. I use 1 titan (each titan has a different aura) and the rest battleships. If the enemy uses missiles, just smack PD on your ships to counter. I haven't played in almost a year. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. [8 if you use energy instead of kinetic weapons]. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Armor is good against Kinetic weapons. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 3, I've been running all Kinetic weapons heavy ships. In the original release version of the game I reliably went with energy weapons and was happy with the results. Kinetic energy formula. This is what I have taken away from the information. Because i tink that the kinetic wepons right now give an advantage in combat. In the original release version of the game I reliably went with energy weapons and was happy with the results. Still need a minimum amount of Energy regardless, for the Hull damage. But, past year 100 or so, you want to switch to energy weapons. I've read that missiles are the 'OP' way to go from the start vs. I currently struggle to balance damage types, fleet speed and fleet ranges. 5. Small stormfire autocannon- 19. Stellaris Ship Design Guide 2023 [3. Shields- 1. However, it looks like that at some point between then and now weapons were changed considerably. 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. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Energy Siphons are potent early game weapons. • 4 yr. 25), or Energy and Consumer Goods (1= 0. Ringworld districts provide a large amount of jobs, sometimes too many. So in my opinion the giga canon is really the way to go. Be aware this is a work in progress. an explosive vs. But they fall a bit flat against their armors. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. Legacy Wikis. an explosive vs. I've read that missiles are the 'OP' way to go from the start vs. As the title says. With 3. Stellaris' combat system is garbage. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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). I've noticed that in base Stellaris minerals never run out through construction of extra mining stations while energy credits never stop being an issue (Even more with Machine empires, since both the Coordinator and Calculator jobs consume Energy, rather than one eating minerals while assembly is no longer minerals. Welcome to Stellaris! You can find all the load outs of fallen empire ships. In the original release version of the game I reliably went with energy weapons and was happy with the results. Ditch the Tachyon lance unless you're going up against Prethoryn. 07s in total. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. 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. even on the autocannon's worst target it has 40% the effectiveness of plasma. Small stormfire autocannon- 19. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. This is manily because there are fewer Physics research stations to build. Hull- 9. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war.