Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. In the original release version of the game I reliably went with energy weapons and was happy with the results. BusterHighmann. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. 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. 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. first damage out put and stack research for energy/ kinetic damage. Stellaris Ship Design Guide 2023 [3. Global Energy Management, Automated Exploration Protocols, Specialized. [8 if you use energy instead of kinetic weapons]. Shields- 1. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 27. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. 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. I haven't played in almost a year. 75CG. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. Small plasma cannon- 6. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. AI because they never spec Point Defense. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Ringworld districts provide a large amount of jobs, sometimes too many. Adding some type of weapon that allows them to bombard a foe along the side of the. But how about the. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. This page was last edited on 14 October 2017, at 10:53. 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. 67. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. 7 Technology List – T to Z. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I currently struggle to balance damage types, fleet speed and fleet ranges. 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. 6+) For those unaware, the "~" command will bring up the console. Both have its pros and cons. 00. 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. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. However, it looks like that at some point between then and now weapons were changed considerably. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Costs 480 Engineering, Requires Mineral Processing. . Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. So first why not change the hole slot system to be more like…Stellaris. Makes them able to get through both armour and shields. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. 5K subscribers Join Subscribe 2. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Having fleet will stop them from declaring war at all. I have not had good results with explosive weapons so far. 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. I've read that missiles are the 'OP' way to go from the start vs. Colossus Project ascension perk. I'd like to try and learn how to optimize each ship manually. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. But how about the. It might not kill them outright, but it will take a lot of their shields/armour, and may even damage them - making them less combat effective. 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. Which basically means you need kinetic weapons. 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. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. AI because they never spec Point Defense. I've read that missiles are the 'OP' way to go from the start vs. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. I use 1 titan (each titan has a different aura) and the rest battleships. Ships: Shields vs Armor. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. /rival bonus. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. Also, they have the shortest range weapons out of all the crises. 57s for the shield and 0. Examples, Generator & More: cash <Amount> Copy Command Copy Full. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Caravaneers. So the net profit is very tiny once you factor in upkeep. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. I've read that missiles are the 'OP' way to go from the start vs. 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. Reply. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. I haven't played in almost a year. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. Honestly, I don't even bother with mass drivers at all. Legacy Wikis. Almost everything you build on a planet has an upkeep cost, and it's usually energy. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Torpedo corvettes were meta some time ago, but were nerfed. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Prioritize/limit jobs. Small stormfire autocannon- 19. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Members Online • [deleted]. I've read that missiles are the 'OP' way to go from the start vs. 99 DPS. 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. 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. Content is available under Attribution-ShareAlike 3. Costs 480 Engineering, Requires Mineral Processing. However, it looks like that at some point between then and now weapons were changed considerably. In my 22 hours I've only. In my 22 hours I've only. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Graey • 7 yr. 28s. 99. . where: m — Mass;. 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. Particle lances on the other hand can synergize very well with kinetic weapons. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. Neutons in large. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. 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]. have rather significant amounts of PD, making missile based weaponry significantly less effective. Carrier battleship. 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. In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. 7k and the Kinetic Battleships had a fleet power of 88. • 1 yr. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. Conversely, they aren’t very good against enemy armor. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. Elcuern0 • 3 yr. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In Stellaris, Kinetic weapons are made to take out enemy shields. I haven't played in almost a year. I haven't played in almost a year. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Energy and Kinetic point defense systems, and they both cost the same in terms of power and alloys, and have the same cooldown, accuracy and range. Because Trade is an inefficient resource, unless you pick up bonuses that make it better, and those bonuses require you to pick specific Species Traits, Traditions, etc. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. Like now missiles really suck so barely anybody uses them. Secondly, Starbases are way more cost effective than fleets in the early game. 32, 5. 50, vs Gamma lasers at 6. 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. Kinetic Weapons. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. The only exception is when you’re countering something specific. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. 13. Certain buildings and other sources. I've read that missiles are the 'OP' way to go from the start vs. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Be aware this is a work in progress. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. g. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. 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). In my 22 hours I've only. One for armor, and one for shields (2 pairs). Stellaris Real-time strategy Strategy video game Gaming. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The enigmatic decoders are really good on this ship as well. 2. Title Card Overlay by Wi. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. . • 4 yr. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. Conversely, they aren’t very good against enemy armor. I wanted to get tips from you guys about battleship design. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. 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. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Fixes to mass missiles being bad. If you've researched their respective technologies and all your slots are occupied, just click 'auto complete ship' and it will fill in the slots with the latest technologies. Finally kinetic stacking will work in enough numbers to strip those big shield numbers, but this will take time that their fleets are pounding yours. As it stands now, kinetic vs energy is a joke. Flak does less damage per shot, in contrast, but is. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. But how about the. Missiles have few strengths and many weaknesses. 1) Kinetics and lasers both suffer no bonus or penalty vs shields, people keep saying lasers are bad vs shields but no such tooltip exists and indeed tests have shown they do full damage to shields just like kinetics do. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. 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. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. 6. Disruptors have 10 less range (50 vs. 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. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. In my 22 hours I've only. However, it looks like that at some point between then and now weapons were changed considerably. 12 shots without bonuses or with equal kinetic+energy (with each pair of shots dealing 200 damage) 16 shots (12 dealing 50 damage and 4 shots dealing 150 damage) with only one weapon type. Ditch the Tachyon lance unless you're going up against Prethoryn. Welcome to Stellaris! You can find all the load outs of fallen empire ships. 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. Then again, Kinetic weapons wreck shields better than Disruptors, and larger varients also bypass armour. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. Giga cannon has substantially higher base damage per hit, which, despite the fact that tachyon lance has a little more bonus vs hull, still allows for good chance at doing killing shots. ago. I've read that missiles are the 'OP' way to go from the start vs. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Huh, TIL. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. AI because they never spec Point Defense. But, past year 100 or so, you want to switch to energy weapons. #7. 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). Because i tink that the kinetic wepons right now give an advantage in combat. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In the original release version of the game I reliably went with energy weapons and was happy with the results. also, Armor is cool. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. The sinews of war are infinire money. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. For the record, in stellaris 2. Which basically means you need kinetic weapons. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. Energy & Armies – Three players involved. In the 3. Because i tink that the kinetic wepons right now give an advantage in combat. 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. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. 6 Technology List – Q to S. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. The other with a shield debuff aura, your best armor, and your best medium guns. 32, 5. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. But how about the. I haven't played in almost a year. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Kinetic Weapons. There are a few things to do. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. 60 on CL) and they deal less damage (38average vs. 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. 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 . A lot of armor, go energy. Legacy Wikis. 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). Received widsom is yes, you should take Mass Drivers or Lasers. Stellaris Real-time strategy Strategy video game Gaming. Showing 1 - 10 of 10 comments. Subscribe to download. R5: I tested several battleship designs against the Contingency. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. The guns strip the shields, the lance cooks the rest. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. 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. It is much easier to get the best kinetic than energy. As the title says. Kinetic is Energy (for RTS) Subscribe. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. It is easier for weapons to ignore, but also easier to bulk up. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. Energy and Kinetic point defense systems, and they both cost the same in terms of power and alloys, and have the same cooldown, accuracy and range. In my 22 hours I've only. E. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. You need Flak and Kinetic Artillery and they sit along the kinetic tree. ago. View this video if you want to learn which weapons are best to use in the. 6 combat rebalance update. Armor is good against Kinetic weapons. Add a pinch of Titan to taste. In my 22 hours I've only. I haven't played in almost a year. Go to Stellaris r/Stellaris • by [deleted] Kinetic - Stellaris for Small Galaxies. Relation to environment. AI because they never spec Point Defense. 1) Kinetics and lasers both suffer no bonus or penalty vs shields, people keep saying lasers are bad vs shields but no such tooltip exists and indeed tests have shown they do full damage to shields just like kinetics do. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. 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. In addition, when the Galactic. It is easier for weapons to ignore, but also easier to bulk up. It doesn't make sense to me. In my 22 hours I've only. However, it looks like that at some point between then and now weapons were changed considerably. 5. . Kauldric Jul 30, 2022 @ 12:58pm. In the original release version of the game I reliably went with energy weapons and was happy with the results. Best. 2 days faster than the Arc. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. This is something I've been observing more and more as I play. Reply reply Firedashredragon • Strike craft is game of speed, the closer they are the better they hurt, but the ratio between the range and the survivability of the carrier and very important the enemy range. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. 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. I separated them in pairs. If we want to accelerate an object, then we must apply a force. Accuracy is the standard/max to-hit of a weapon. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. But trade has more options to expand in the late. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). 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. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Stellaris Wiki Active Wikis. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. Shield Enhence repeatable tech ---> Engineering area. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. Stellaris. 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. . Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. r/Stellaris. This is what I have taken away from the information. Add a pinch of Titan to taste. In the original release version of the game I reliably went with energy weapons and was happy with the results. 99 DPS. In my 22 hours I've only. 2k. The tachyon has 90% armor pen, and -33% shield damage. 24 , 24. 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. Distruptors are good brawling weapons for close range front line ships. This is something I've been observing more and more as I play. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. For the record, in stellaris 2. 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. I've mainly played Stellaris while using auto-best for my ships. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Kinetics. I currently struggle to balance damage types, fleet speed and fleet ranges. Not only would that've made sense with regard to the P. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. 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. 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. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Flak on the other hand starts at 50 Tracking and ends at 70. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kinetics. ago. Two autocannons and one plasma. 54, 29. If the enemy has a lot of shields, go for kinetic. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Neutron Battleship Analysis: Win percentage = 100%. 6 combat rebalance update. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. 1. I haven't played in almost a year. The sinews of war are infinire money. Flak on the other hand starts at 50 Tracking and ends at 70. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Having a high tier starbase, as best, will stop them from pushing into that system. Flak does less damage per shot, in contrast, but is. 29. 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. Only use armor on ships if you have a spare place due to energy reasons (talking early game).