stellaris kinetic vs energy. 5. stellaris kinetic vs energy

 
5stellaris kinetic vs energy A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio

ago. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. [deleted] • 5 yr. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 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. View this video if you want to learn which weapons are best to use in the. Here are our Stellaris tips to help you out. If the enemy uses missiles, just smack PD on your ships to counter. In the original release version of the game I reliably went with energy weapons and was happy with the results. They only use energy weapons and strike craft. Stellaris Real-time strategy Strategy video game Gaming. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. 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). I know they are several older threads about this topic, but I don't want to be a necrophile. I've read that missiles are the 'OP' way to go from the start vs. 07s in total. Because i tink that the kinetic wepons right now give an advantage in combat. However, it looks like that at some point between then and now weapons were changed considerably. 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. 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). My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Fleet Power: The Neutron Battleships had a fleet power of 86. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 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. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Thoughts on 3. Showing 1 - 10 of 10 comments. 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. In my 22 hours I've only. Unless you have the pops to work the jobs a building or district produces, it's worse than useless. In my 22 hours I've only. I separated them in pairs. 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. I haven't played in almost a year. 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. Kauldric Jul 30, 2022 @ 12:58pm. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Ringworld districts provide a large amount of jobs, sometimes too many. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. 68,5 average) so enemies have a higher chance to disengange. even on the autocannon's worst target it has 40% the effectiveness of plasma. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. In Stellaris, Kinetic weapons are made to take out enemy shields. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. 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. Shields are secondary. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Global Energy Management, Automated Exploration Protocols, Specialized. 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. The kinetic energy KE equation is as follows: KE = 0. This lets me focus my tech research on the types of weapons I'm actually using. However, it looks like that at some point between then and now weapons were changed considerably. The only exception is when you’re countering something specific. The Low roll damage for a Lance is an Average roll for. AI because they never spec Point Defense. 5. Two autocannons and one plasma. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I've read that missiles are the 'OP' way to go from the start vs. Use arc emitters and kinetic battery. Hi all, I've just started my 3rd full play-through and I'm role playing a custom created Dwarven race (in fantasy game I really love them, so I thought I give them a try in Stellaris as well). I like energy weapons because of the lightshow. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. 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. 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. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. Advanced kinetic weapons require Volatile Motes to build. I've read that missiles are the 'OP' way to go from the start vs. Destroyers are ideal for a few decades before battleships become common, but. 00. Relation to environment. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. But trade has more options to expand in the late. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. 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. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. 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. Shields- 1. Like now missiles really suck so barely anybody uses them. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. I've read that missiles are the 'OP' way to go from the start vs. Kinetic energy is the energy an object has because of its motion. Engineering has many strategic resources. But, past year 100 or so, you want to switch to energy weapons. Not only would that've made sense with regard to the P. AI because they never spec Point Defense. A blend of Kinetic and Energy weapons will allow players to deal with both the Shields and Armor, while Whirlwind Missiles can overwhelm the Dreadnought's Point Defense and ignore Shields entirely. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. For every other component, just use the best available. What the arc emitters don't destroy in the first volley the strike. In my 22 hours I've only. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. 28s. also, Armor is cool. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. Adding some type of weapon that allows them to bombard a foe along the side of the. Kinetic Artillery would be the best L-slot weapon, except I'm not going to bother with a bunch of kinetic repeatables that *only* benefit Titans and nobody else. 6. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. This page was last edited on 14 October 2017, at 10:53. 2 days faster than the Arc. 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 ‍ . 54, 29. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Phifty56 • 6 yr. In the original release version of the game I reliably went with energy weapons and was happy with the results. 7k and the Kinetic Battleships had a fleet power of 88. 5 dps against shields and then 2 dps against armor. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. I personally, have always liked shields. IMHO the much better way is to stick with explosive + strike craft. However, I wanted to. I've read that missiles are the 'OP' way to go from the start vs. 1 Comments. AI because they never spec Point Defense. Accuracy is the standard/max to-hit of a weapon. Small stormfire autocannon- 19. Be aware this is a work in progress. 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. In my 22 hours I've only. Welcome to Stellaris! You can find all the load outs of fallen empire ships. The sinews of war are infinire money. hull and a bonus vs. Subscribe to download. 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. Stellaris Cheats is a searchable list of all Stellaris console commands. 24 , 24. The tachyon has 90% armor pen, and -33% shield damage. ago. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Kinetic weapons (Gauss Cannons) are good against. I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. Content is available under Attribution-ShareAlike 3. E. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Still need a minimum amount of Energy regardless, for the Hull damage. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I haven't played in almost a year. This page was last edited on 14 October 2017, at 10:53. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In my 22 hours I've only. 60 on CL) and they deal less damage (38average vs. Autobest will often spam things like disrupters which suck, and you won't be focusing your tech on just two or three damages, which will help you tech up faster. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Subscribe to download. 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. Stellaris Ship Design Guide 2023 [3. In my 22 hours I've only. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. Members Online • [deleted]. Destroyers are ideal for a few decades before battleships become common, but. Certain buildings and other sources. Just a reminder that Planetary Automation builds planets based off of. I haven't played in almost a year. I've read that missiles are the 'OP' way to go from the start vs. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. For example the ancient laster (Cavitation Collapser), resembles normal lasers. There are 5 designs that are "optimal". In the original release version of the game I reliably went with energy weapons and was happy with the results. 4 trade value, 0. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. 5 Stellaris Tech Id List – J to P. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. have rather significant amounts of PD, making missile based weaponry significantly less effective. Click to expand. 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. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. . Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. Kinetic Weapons are the exact opposite of Energy Weapons. 7k and the Kinetic Battleships had a fleet power of 88. AI because they never spec Point Defense. In my 22 hours I've only. In Stellaris, Kinetic weapons are made to take out enemy shields. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. AI because they never spec Point Defense. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. ago • Edited 4 yr. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. they must be pretty good. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. 00. Each pair was moved to Star System with no populated planets, spaceports, mining\science\battle\energy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. PD starts with 10 Tracking and ends with 30. ago. The icon makes them look like artillery, but I take them to be a scaled-up multi-projectile railgun. 67. Only use armor on ships if you have a spare place due to energy reasons (talking early game). 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. Fixes to mass missiles being bad. Try to put a priority on researching the building upgrades for your energy producing buildings. Potential Energy is the stored energy in an object or system because of its position or configuration. Definitely. All resources can be stockpiled. P. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. 5 inf. ago. The Contingency use energy weapons that are ineffective against shields. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Edit: Regarding armor late game, mind you there's a cap just like with evasion, for armor it's 90% as far as I believe. The big advantage of void beam is the energy repeatable buff it as well as the plasma. 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. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. JVendin • 6 yr. The giga has 50% armor pen, and an extra 33% shield damage. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. One with a snare aura, level 1 guns and armor (cheap, expendable). ) are good against armor but bad against shields. Unlocking each requires you to have the proper level of strike craft technology and a matching. 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. Title Card Overlay by Wi. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. Energy & Armies – Three players involved. gamefaqs_astrophys. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. In my 22 hours I've only. I haven't played in almost a year. Stellaris. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. BusterHighmann. There are 5 designs that are "optimal". Don't listen to that troll, the best early game design is always 2 red lasers and a mass driver (because kinetic weapons are only needed to take down shields otherwise they are always inferior to energy weapons), use improved components as they are researched and go shield heavy as you can afford it because winning wars is all about. Darsol • 7 yr. But how about the. In my 22 hours I've only. I haven't played in almost a year. first damage out put and stack research for energy/ kinetic damage. 5 for the armor, so 1. Energy is good at baseline, and gets better automatically through tech progress. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. 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. that is a 325% difference in base DPS before adjusting for modifiers. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. . Carrier battleship. 13. Huh, TIL. 1. Lets break down the weapon and defence components available in Stellaris. It doesn't make sense to me. In addition, when the Galactic. Caravaneers. 8 (applies to 3. AI because they never spec Point Defense. Hangars is fighters, but upgrades are wonky for strike craft so the actual combat value will degrade as you get further into repeatables and PD negates them. The other with a shield debuff aura, your best armor, and your best medium guns. The. However, it looks like that at some point between then and now weapons were changed considerably. 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. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. In addition, when the Galactic. Carrier battleship. I haven't played in almost a year. . Applying a force requires us to do work. Distruptors are good brawling weapons for close range front line ships. 57s for the shield and 0. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. And at least it sounds plausible. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. Having fleet will stop them from declaring war at all. 99. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Ships: Shields vs Armor. 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. And if they have, armor is better than hull against kinetic batteries. But how about the. 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. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Two autocannons and one plasma. This is something I've been observing more and more as I play. I've read that missiles are the 'OP' way to go from the start vs. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. Neutron Battleship Analysis: Win percentage = 100%. 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. Zorlond Sep 20, 2020 @ 2:28pm. T3 disruptors output more DPS per slot than CL, and both weapons have so low average hull damage per hit that the difference in disengange chance is negligible against anything. Disruptors I mostly don't use unless. 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. Prioritize/limit jobs. 32, 5. Reply. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Gotcha, that makes sense. Physics research area comprises the fields: Computing, Field Manipulation and Particles. I haven't played in almost a year. Armor is good against Kinetic weapons. I use 1 titan (each titan has a different aura) and the rest battleships. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. 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. 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. #7. However, it looks like that at some point between then and now weapons were changed considerably. I've read that missiles are the 'OP' way to go from the start vs. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. ) are good against armor but bad against shields. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. ago. Signature Weapons [3. In the original release version of the game I reliably went with energy weapons and was happy with the results. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 2. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. BusterHighmann. 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. gamefaqs_astrophys. Small stormfire autocannon- 19. . This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. 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. I've read that missiles are the 'OP' way to go from the start vs. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. 6. Add a pinch of Titan to taste. 54, 29. In my 22 hours I've only. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. Threw a titan in because why not. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. [8 if you use energy instead of kinetic weapons]. 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. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. I've developed a system of ship designators to assist in fleet design and upgrade. In my 22 hours I've only. Kinetic Battleship Analysis: N/A. In my 22 hours I've only. However, it looks like that at some point between then and now weapons were changed considerably. Stellaris' combat system is garbage. This command adds the specified amount of energy credits to your energy credits amount. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Shields are good against Energy weapons. 401K subscribers in the Stellaris community. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. name, but it could've also subsumed or replaced the rather arbitrary +. ago. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. 2k. My knowledge about it only goes about laser, it is very effective against armor and to guard. 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. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. In the original release version of the game I reliably went with energy weapons and was happy with the results. AI because they never spec Point Defense. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. But how about the. 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. Even ignoring natural tile resources if needed. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. Having a high tier starbase, as best, will stop them from pushing into that system. Energy Siphons are potent early game weapons. 32, 5. ago. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Mix these two in a ratio that matches enemy missiles. 13. . Ceramo Metal Materials. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Traits. 99 DPS. Kinetics. Still need a minimum amount of Energy regardless, for the Hull damage. Hull- 9.