Stellaris kinetic vs energy. . Stellaris kinetic vs energy

 
Stellaris kinetic vs energy  I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts

AI because they never spec Point Defense. 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). My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Kinetic Weapons. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. Koweezo. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. 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. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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. 32, 5. 1 torp, 1 disruptor corvette. Ships: Shields vs Armor. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. The only time I took on a xenophobe awakened (before utopia) was with a combined fleet including: my fleet, the federation fleet,my allies and my vassals which amounted to roughly 620k against their 780k fleet. 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. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. With limited number of disengage chances , you can safely deal pop shots to the hull and not worry about them retreating before the big guns can cycle. Basically there's 2 options - trade and generators. 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). IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. 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. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. I wanted to get tips from you guys about battleship design. Destroyers are ideal for a few decades before battleships become common, but. I've read that missiles are the 'OP' way to go from the start vs. Relation to environment. Our fleets were "Equivalent". However, it looks like that at some point between then and now weapons were changed considerably. Definitely. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. There are multiple types of kinetic weapons. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Signature Weapons [3. Because i tink that the kinetic wepons right now give an advantage in combat. AI because they never spec Point Defense. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. 1K 48K views 1 year ago Which is the. 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). So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. In the original release version of the game I reliably went with energy weapons and was happy with the results. In the original release version of the game I reliably went with energy weapons and was happy with the results. +4Energy, -0. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Graey • 7 yr. 2. 2 Kinetic Artillery is 80 average damage per day vs the Saturator's 115, while the Saturator has a higher multiplier against both shields and armor. In my 22 hours I've only. However, it looks like that at some point between then and now weapons were changed considerably. 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. But how about the. Kinetic Battleship Analysis: N/A. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. I've read that missiles are the 'OP' way to go from the start vs. that is a 325% difference in base DPS before adjusting for modifiers. . View this video if you want to learn which weapons are best to use in the. Best. Go to Stellaris r/Stellaris • by [deleted] Kinetic - Stellaris for Small Galaxies. AI because they never spec Point Defense. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. The focused arc has 100% armor pen and 100% shield pen. an explosive vs. Flak on the other hand starts at 50 Tracking and ends at 70. Kauldric Jul 30, 2022 @ 12:58pm. In Stellaris, Kinetic weapons are made to take out enemy shields. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. However, it looks like that at some point between then and now weapons were changed considerably. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. 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. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. 67. Shields are secondary. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. 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. However, I wanted to. If the enemy uses missiles, just smack PD on your ships to counter. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. E. Energy weapons are good against armor but weak against shields. 2k. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. 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. However, it looks like that at some point between then and now weapons were changed considerably. 54, 29. Kinetic weapons have a decent range (longer than lasers) and are fairly effective against shields, they shine with their high fire rate, and +33% shield damage (the base level at least) but are combated well by their weakness to physical armorProton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. ago. But, past year 100 or so, you want to switch to energy weapons. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. I currently struggle to balance damage types, fleet speed and fleet ranges. I've read that missiles are the 'OP' way to go from the start vs. Also, get lots of shields since the Contingency's weapons suck vs shields. 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. This page was last edited on 14 October 2017, at 10:53. Gotcha, that makes sense. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Incorporating secondary weapons such as lasers or autocannons can. I also have no use for the energy repeatables because I'm going trade federation and getting my energy from trade instead of an energy planet. I've read that missiles are the 'OP' way to go from the start vs. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. Threw a titan in because why not. I like energy weapons because of the lightshow. Shield Enhence repeatable tech ---> Engineering area. I've read that missiles are the 'OP' way to go from the start vs. As the title says. In Stellaris, one can benefit from this for quicker achievement of the following:. This is something I've been observing more and more as I play. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. ago. Against d2 it will take about 0. 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. I've read that missiles are the 'OP' way to go from the start vs. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Darsol • 7 yr. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). However, it looks like that at some point between then and now weapons were changed considerably. Stellaris Mods Used: Extra Ship Components 3. Generally speaking you also want to choose either kinetic, missile or. Thoughts on 3. Conversely, they aren’t very good against enemy armor. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Right out the gate mass drivers are better then red lasers. this is why. 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. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. I once started an. Energy is good at baseline, and gets better automatically through tech progress. 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. #7. 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. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. I've read that missiles are the 'OP' way to go from the start vs. 6. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. 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. 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. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. BusterHighmann. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. AI because they never spec Point Defense. 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). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Energy Weapons (Lasers, Neutron Launchers etc. 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. ago. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Use arc emitters and kinetic battery. PD starts with 10 Tracking and ends with 30. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. 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. However, it looks like that at some point between then and now weapons were changed considerably. One with a snare aura, level 1 guns and armor (cheap, expendable). 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). 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. 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. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. In my 22 hours I've only. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. Ironically, there is an advanced armor option known as Dragonscale Armor. Secondly, Starbases are way more cost effective than fleets in the early game. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. Flak on the other hand starts at 50 Tracking and ends at 70. 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. 6. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. AI because they never spec Point Defense. Very happy to announce my mod has gone public and is available on Steam here. Engineering has many strategic resources. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. But that is only even taking into account the enemy damage types. There's a Policy that will let you decide what Trade Value turns into each month. 5 Stellaris Tech Id List – J to P. I separated them in pairs. I haven't played in almost a year. I like to use Kinetic for the initial long range engagement. ago. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. But that is only even taking into account the enemy damage types. 5K subscribers Join Subscribe 2. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. So stack shields and dont neglect strike craft (best) and flak (not. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. Carrier battleship. In my 22 hours I've only. Large broadside battleship. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. In my 22 hours I've only. 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 suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . 3, I've been running all Kinetic weapons heavy ships. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. But they fall a bit flat against their armors. Then w1 does 3. 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. The big advantage of void beam is the energy repeatable buff it as well as the plasma. It usually isn't ignored by weapons. In Stellaris, Kinetic weapons are made to take out enemy shields. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Kinetic Artillery is the best Large kinetic weapon period. In the first 100 years or so, missiles out-perform every other weapon system. You need Flak and Kinetic Artillery and they sit along the kinetic tree. 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. The giga has 50% armor pen, and an extra 33% shield damage. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Reply. Armor is good against Kinetic weapons. Use arc emitters and kinetic battery. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. Legacy Wikis. I personally, have always liked shields. 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. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. 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. First Choice. The kinetic energy KE equation is as follows: KE = 0. 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. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Right out the gate mass drivers are better then red lasers. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. 25. Not only would that've made sense with regard to the P. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Small plasma cannon- 6. There are multiple types of kinetic weapons. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. It's even worse if multiple missiles are aiming for the same target. 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. Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In the original release version of the game I reliably went with energy weapons and was happy with the results. Kinetic Battleship Analysis: N/A. Ceramo Metal Materials. Definitely. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. 99. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. hull and a bonus vs. 6+) For those unaware, the "~" command will bring up the console. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. The other with a shield debuff aura, your best armor, and your best medium guns. 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. However, it looks like that at some point between then and now weapons were changed considerably. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. The Contingency use energy weapons that are ineffective against shields. ago. Energy Siphons appear to be better than Kinetics for ripping down enemy shields until you get the Level 3 Mass Drivers, and this is actually a rather potent combination with Lasers, because Lasers deal. 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. 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. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. So yeah maybe I'll be skipping on the lightning weapons. However, it looks like that at some point between then and now weapons were changed considerably. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Starfighters! [3. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Members Online • [deleted]. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Titans. 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 ‍ . 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. Content is available under Attribution-ShareAlike 3. For every other component, just use the best available. 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. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. The only exception is when you’re countering something specific. R5: I tested several battleship designs against the Contingency. 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. Armor- 12. 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. Missiles start with 0 Evasion and end with 40. Armor- 12. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. Giga cannon is more or less good vs everything. 68,5 average) so enemies have a higher chance to disengange. 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. It usually isn't ignored by weapons. 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. 2. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Accuracy is the standard/max to-hit of a weapon. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. • 4 yr. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Mechanically, each type of spaceborne alien is considered a special type of empire,. 401K subscribers in the Stellaris community. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. 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 suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. Now I just have to re-train my Elite angerous brain to remember that in Stellaris energy is good vs hull, kinetic good vs shields. However, it looks like that at some point between then and now weapons were changed considerably. Like now missiles really suck so barely anybody uses them. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. What kind of weapons should space-bearing vessels use in Stellaris? A lot of games follow the trichotomy of mass drivers, missiles, and beam weapons. Be aware this is a work in progress. 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 the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. 07s in total. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). Kinetic weapon repeatable tech ---> Physics area. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. The guns strip the shields, the lance cooks the rest. Almost everything you build on a planet has an upkeep cost, and it's usually energy. Torpedo corvettes were meta some time ago, but were nerfed. 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. AHostOfIssues • 4 yr. Only use armor on ships if you have a spare place due to energy reasons (talking early game). In my 22 hours I've only. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. In the original release version of the game I reliably went with energy weapons and was happy with the results. Hull- 9. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Kinetic energy formula. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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.