stellaris kinetic vs energy. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. stellaris kinetic vs energy

 
 Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Metastellaris kinetic vs energy  You starting weapons should make up the backbone of your fleet throughout the entire game

[deleted] • 5 yr. The kinetic energy formula defines the relationship between the mass of an object and its velocity. Definitely. I've read that missiles are the 'OP' way to go from the start vs. Say I want to have a titan assigned to every fleet. . 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. Huh, TIL. But how about the. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Our fleets were "Equivalent". In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. In Stellaris, Kinetic weapons are made to take out enemy shields. 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. ago. #7. this is why. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I've mainly played Stellaris while using auto-best for my ships. Kinetic energy is not a vector. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. In same time energy weapon became only stronger in time - lasers are very mediocre, plasma is strongest anti-armor gun (and we need it to deal with AE and Leviathans) and tachyons are simply best X-sized weapon in game. AI because they never spec Point Defense. In my 22 hours I've only. 1 Lem released, I can finally post this. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Energy & Armies – Three players involved. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Then w1 does 3. have rather significant amounts of PD, making missile based weaponry significantly less effective. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. I've read that missiles are the 'OP' way to go from the start vs. Gotcha, that makes sense. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. In the first 100 years or so, missiles out-perform every other weapon system. AI because they never spec Point Defense. 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). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. The other with a shield debuff aura, your best armor, and your best medium guns. 5 × m × v². I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. However, it looks like that at some point between then and now weapons were changed considerably. 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. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Right out the gate mass drivers are better then red lasers. However, it looks like that at some point between then and now weapons were changed considerably. Very happy to announce my mod has gone public and is available on Steam here. In the original release version of the game I reliably went with energy weapons and was happy with the results. In my 22 hours I've only. Giga cannon is more or less good vs everything. 67. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. Gotcha, that makes sense. It is easier for weapons to ignore, but also easier to bulk up. The most straightforward is the energy/kinetic mix, which either uses Giga Cannon + 4 Neutron Launchers or Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers. Be aware this is a work in progress. Neutron Battleship Analysis: Win percentage = 100%. Stellaris Real-time strategy Strategy video game Gaming. Generally speaking you also want to choose either kinetic, missile or. 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. And if they have, armor is better than hull against kinetic batteries. 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. Kinetic energy formula. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Like now missiles really suck so barely anybody uses them. 13. Against d1 it will take about 0. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. Unlocking each requires you to have the proper level of strike craft technology and a matching. Members Online • [deleted]. In my 22 hours I've only. Add a pinch of Titan to taste. I've read that missiles are the 'OP' way to go from the start vs. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Stellaris Ship Design Guide 2023 [3. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. With 3. Graey • 7 yr. When do you use what weapon? For. This is what I have taken away from the information. ago. Armor- 12. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. ago. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. AI because they never spec Point Defense. Ceramo Metal Materials. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. Destroyers are ideal for a few decades before battleships become common, but. IMHO the much better way is to stick with explosive + strike craft. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. Kinetic weapon repeatable tech ---> Physics area. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Two autocannons and one plasma. In my 22 hours I've only. Koweezo. In the original release version of the game I reliably went with energy weapons and was happy with the results. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. AI because they never spec Point Defense. The sinews of war are infinire money. Armor is good against Kinetic weapons. In. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. However, it looks like that at some point between then and now weapons were changed considerably. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. 25. View this video if you want to learn which weapons are best to use in the. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. AI because they never spec Point Defense. Costs 600 Engineering, Requires Nanocomposite. I've read that missiles are the 'OP' way to go from the start vs. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Kinetic Battleship Analysis: N/A. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. It's totally backwards to me. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Relation to environment. R5: I tested several battleship designs against the Contingency. 29. Shields- 1. And if they have, armor is better than hull against kinetic batteries. 7 Technology List – T to Z. BusterHighmann. Costs 480 Engineering, Requires Mineral Processing. If the enemy has a lot of shields, go for kinetic. Potential Energy is the stored energy in an object or system because of its position or configuration. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Almost everything you build on a planet has an upkeep cost, and it's usually energy. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Definitely. In my 22 hours I've only. In my 22 hours I've only. Hull- 9. 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. 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. 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. Showing 1 - 10 of 10 comments. 5 for the armor, so 1. Flak on the other hand starts at 50 Tracking and ends at 70. I haven't played in almost a year. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. As the title says. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kinetic weapons are good because they keep shooting down regenerating shields so that the energy weapons can keep destroying the armor it is good against so both can ultimately attack the hull they are decent against, so for kinetics to be good you need weapons that have a bonus against armor and or hull to use the shields getting shot down. 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. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. that is a 325% difference in base DPS before adjusting for modifiers. 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. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. 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. There are 5 designs that are "optimal". But how about the. Energy takes forever. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. I haven't played in almost a year. AI because they never spec Point Defense. For every other component, just use the best available. 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. Plasma Auto. an explosive vs. Energy weapons are good against armor but weak against shields. One with a snare aura, level 1 guns and armor (cheap, expendable). Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. So a tennis ball thrown to the right with a velocity of 5 m/s, has the exact same kinetic energy as a tennis ball thrown down with a velocity of 5 m/s. an explosive vs. However, it looks like that at some point between then and now weapons were changed considerably. Stellaris Ship Design Guide 2023 [3. For the record, in stellaris 2. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. ago. ago. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. I personally, have always liked shields. Subscribe to download. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. 2k. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Neutons in large. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Kinetic Weapons in Stellaris also come in multiple categories. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. I've developed a system of ship designators to assist in fleet design and upgrade. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. I've read that missiles are the 'OP' way to go from the start vs. Part of the chemical energy is converted to the kinetic energy of the car, while part is converted to thermal energy as heat emitted from the. 00. Kinetics tend to have worse accuracy than the equivalent Laser weapon. However, it looks like that at some point between then and now weapons were changed considerably. But how about the. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. A lot of armor, go energy. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Energy Weapons (Lasers, Neutron Launchers etc. 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. But trade has more options to expand in the late. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. 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. 1K 48K views 1 year ago Which is the. 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. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. AHostOfIssues • 4 yr. 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. Also, get lots of shields since the Contingency's weapons suck vs shields. In my 22 hours I've only. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. Accuracy is the standard/max to-hit of a weapon. where: m — Mass;. 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. 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. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Torpedo corvettes were meta some time ago, but were nerfed. Ships: Shields vs Armor. Flak on the other hand starts at 50 Tracking and ends at 70. Colossus Project ascension perk. However, I wanted to. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. However at the start the difference is miniscule. I've read that missiles are the 'OP' way to go from the start vs. 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. Stellaris Cheats is a searchable list of all Stellaris console commands. AI because they never spec Point Defense. 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 ‍ . The kinetic energy KE equation is as follows: KE = 0. Shields- 1. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . The artillery ones I believe target fighters whereas the other targets missles and kinetic weapons idk for sure though Reply reply ahtemsah • Energy picket for missiles, flak for aircraft iirc, and stormfire autocannons are super on a corv. I've read that missiles are the 'OP' way to go from the start vs. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. 0 unless otherwise noted. ) are good against armor but bad against shields. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. What the arc emitters don't destroy in the first volley the strike. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. AI because they never spec Point Defense. g. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. For the record, in stellaris 2. If the enemy uses missiles, just smack PD on your ships to counter. But how about the. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Graey • 7 yr. As it stands now, kinetic vs energy is a joke. In Stellaris, Kinetic weapons are. TTundri • 6 mo. But torpedos and kinetics is the real answer. And at least it sounds plausible. But that is only even taking into account the enemy damage types. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. It's even worse if multiple missiles are aiming for the same target. Small plasma cannon- 6. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. In my 22 hours I've only. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). I pretty much always go for missles in the beginning in fact that is one of the first things I do when I start the game is refit all of my ships to missiles. 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. However, it looks like that at some point between then and now weapons were changed considerably. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. In the original release version of the game I reliably went with energy weapons and was happy with the results. 16 comments. Penetration is an important part of the metagame, especially around the T2 tech level, but it's an RPS balancing act like kinetic vs energy and PD vs. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. 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 ‍ . Which basically means you need kinetic weapons. 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. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Against d2 it will take about 0. I've read that missiles are the 'OP' way to go from the start vs. 2 days faster than the Arc. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. 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. Still need a minimum amount of Energy regardless, for the Hull damage. ago. However, it looks like that at some point between then and now weapons were changed considerably. Title Card Overlay by Wi. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. 99. Autocannon vs Railgun is more up for debate for S and M. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 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. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Gun batteries will mix energy and kinetic (physics/engineering). While velocity can have a positive or negative value, velocity squared is always positive. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of different sizes and ranges. Missiles start with 0 Evasion and end with 40. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. 1 giga cannon, 2 artillery, the rest some kind of laser. Part of the chemical energy is converted to the kinetic energy of the car, while part is converted to thermal energy as heat emitted from the. 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. Because i tink that the kinetic wepons right now give an advantage in combat. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. Conversely, they aren’t very good against enemy armor. 5K subscribers Join Subscribe 2. 5 and 0. Secondly, Starbases are way more cost effective than fleets in the early game. Physics research. 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. The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of 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. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. So yeah maybe I'll be skipping on the lightning weapons. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. The Contingency use energy weapons that are ineffective against shields. However, it looks like that at some point between then and now weapons were changed considerably. 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. Kauldric Jul 30, 2022 @ 12:58pm. . Honestly, I don't even bother with mass drivers at all. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Its DPS is 4. It is probably better to replace the spinal bow with a hangar bow. There are multiple types of kinetic weapons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 5. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. The giga has 50% armor pen, and an extra 33% shield damage. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. 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. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. However, it looks like that at some point between then and now weapons were changed considerably. armor, so they are better suited to kill starbases (higher tier bases have huge amount of hull and usually more armor than shields, since the base design comes with built in armor independet of the armor pieces in the defensive slots) Twitch - This is a quick and dirty video going over the different categories of Energy weapons. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. 6. I haven't played in almost a year. Description. Ditch the Tachyon lance unless you're going up against Prethoryn. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. Particle lances on the other hand can synergize very well with kinetic weapons. Missiles have few strengths and many weaknesses. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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). In the original release version of the game I reliably went with energy weapons and was happy with the results. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. As it stands now, kinetic vs energy is a joke. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. But that is only even taking into account the enemy damage types. Use arc emitters and kinetic battery. 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. ago • Edited 4 yr. This is manily because there are fewer Physics research stations to build. 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. 99. 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. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Elcuern0 • 3 yr. . Then design two types defence platforms.