Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. 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. JVendin • 6 yr. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. I've read that missiles are the 'OP' way to go from the start vs. I separated them in pairs. Be aware this is a work in progress. So - kinetic for MP,. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. 5 Stellaris Tech Id List – J to P. R5: I tested several battleship designs against the Contingency. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. I've read that missiles are the 'OP' way to go from the start vs. Flak on the other hand starts at 50 Tracking and ends at 70. Costs 600 Engineering, Requires Nanocomposite. I've read that missiles are the 'OP' way to go from the start vs. an explosive vs. In my 22 hours I've only. 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. overall, the energy torpedoes are the better weapon in my opinion. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. I currently struggle to balance damage types, fleet speed and fleet ranges. One for armor, and one for shields (2 pairs). In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. Add a pinch of Titan to taste. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. But how about the. Against d2 it will take about 0. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. 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). Unless you have the pops to work the jobs a building or district produces, it's worse than useless. Kinetic weapons (Gauss Cannons) are good against. First thing to mention IMO is that the breakeven point for conventional vs bypass, if you assume even energy/kinetic repeatables (though not actually the case in practice as we both know since engineering always lags behind), is actually (mostly) about the target’s defensive repeatables, not your own weapons repeatables. AI because they never spec Point Defense. 6. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. 2k. HugsAndSnuggles. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. However, it looks like that at some point between then and now weapons were changed considerably. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. but 100 vs 100 along with all the. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. In addition, when the Galactic. 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 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. 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. I've read that missiles are the 'OP' way to go from the start vs. yea i mean the fallen empires rely heavily on them. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Missiles start with 0 Evasion and end with 40. I've read that missiles are the 'OP' way to go from the start vs. Gotcha, that makes sense. 7k and the Kinetic Battleships had a fleet power of 88. Energy Siphons are potent early game weapons. have rather significant amounts of PD, making missile based weaponry significantly less effective. Unlocking each requires you to have the proper level of strike craft technology and a matching. However, it looks like that at some point between then and now weapons were changed considerably. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Having a high tier starbase, as best, will stop them from pushing into that system. If the enemy uses missiles, just smack PD on your ships to counter. 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. For corvettes, do it at a 1:1 ratio. Titans are commonly artillery ships, so they have an energy+kinetic combo that works well with artillery battleships, but artillery ships suffer from minimal range and get rekt by torpedos. 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 shipsAll resources can be stockpiled. AI because they never spec Point Defense. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. Starfighters! [3. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. Energy weapons are better at defeating shields and or armor, but they have lower overall DPS for the most part than kinetic weapons (not talking about tachyon. AI because they never spec Point Defense. In my 22 hours I've only. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. Energy & Armies – Three players involved. Neutron Battleship Analysis: Win percentage = 100%. ago. 401K subscribers in the Stellaris community. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. 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 combat rebalance update. Energy weapons are better at defeating shields and or armor, but they have lower overall DPS for the most part than kinetic weapons (not talking about tachyon lances and the like). Reply. In my 22 hours I've only. First Choice. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. 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). Subscribe to download. Add a pinch of Titan to taste. 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've read that missiles are the 'OP' way to go from the start vs. I've read that missiles are the 'OP' way to go from the start vs. Prioritize/limit jobs. Still need a minimum amount of Energy regardless, for the Hull damage. half kinetic half energy until I see enemies I can exploit like prethoryn. 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. 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. Secondly, Starbases are way more cost effective than fleets in the early game. 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. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Conversely, they aren’t very good against enemy armor. BusterHighmann. Ships: Shields vs Armor. Global Energy Management, Automated Exploration Protocols, Specialized. 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. 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. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. I haven't played in almost a year. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Disruptors have 10 less range (50 vs. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Then design two types defence platforms. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. Our fleets were "Equivalent". I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Description. Energy takes forever. 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. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. . The Contingency use energy weapons that are ineffective against shields. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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. 6+) For those unaware, the "~" command will bring up the console. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. . If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. Lets break down the weapon and defence components available in Stellaris. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. 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. 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. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. While velocity can have a positive or negative value, velocity squared is always positive. I've read that missiles are the 'OP' way to go from the start vs. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Kinetic weapon repeatable tech ---> Physics area. There's a Policy that will let you decide what Trade Value turns into each month. In my 22 hours I've only. The tachyon lance does 15. You need Flak and Kinetic Artillery and they sit along the kinetic tree. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. 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. Because i tink that the kinetic wepons right now give an advantage in combat. 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. I haven't played in almost a year. strike craft? The late-game counter triangle is Artillery Battleship > Carrier Battleship > Torpedo Corvette > Artillery Battleship, so at a simplistic level it's rocks-paper-scissors between those weapon types. AI because they never spec Point Defense. Only use armor on ships if you have a spare place due to energy reasons (talking early game). They only use energy weapons and strike craft. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. ago. ago. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. AHostOfIssues • 4 yr. Legacy Wikis. In my 22 hours I've only. 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 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. As it stands now, kinetic vs energy is a joke. [8 if you use energy instead of kinetic weapons]. It is much easier to get the best kinetic than energy. I haven't played in almost a year. 25), or Energy and Consumer Goods (1= 0. [deleted] • 5 yr. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. But, past year 100 or so, you want to switch to energy weapons. 00. 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. 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 just go with auto-complete for whatever roles I have the sections set for, and leave it at that. But how about the. I like energy weapons because of the lightshow. The Low roll damage for a Lance is an Average roll for. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. Colossus Project ascension perk. 2. . Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. 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. 24 , 24. I've read that missiles are the 'OP' way to go from the start vs. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. AI because they never spec Point Defense. Honestly, I don't even bother with mass drivers at all. I tend to favor Physics when I build sci labs, however. 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. Starfighters! [3. Hull- 9. ago. . 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. 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. 10 missile corvettes vs 10 PD corvettes doesnt go so well. The main attribute is fleet DPS vs station shield regen rate. Energy is good at baseline, and gets better automatically through tech progress. 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. 57s for the shield and 0. It looks like bomber is the best weapon against them. Designations tell what kind of weapons and defense were deployed. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. However, it looks like that at some point between then and now weapons were changed considerably. Particle lances on the other hand can synergize very well with kinetic weapons. Pure energy is not ideal so I'll run approx. 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. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. AI because they never spec Point Defense. Graey • 7 yr. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 8 (applies to 3. 29. But that is only even taking into account the enemy damage types. Spaceborne aliens are likely be the first encounter for newly spacefaring species. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. In Stellaris, Kinetic weapons are made to take out enemy shields. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. 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. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. 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. I've read that missiles are the 'OP' way to go from the start vs. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. IMHO the much better way is to stick with explosive + strike craft. 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. AI because they never spec Point Defense. I like energy weapons because of the lightshow. Fleet Power: The Neutron Battleships had a fleet power of 86. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. The big advantage of void beam is the energy repeatable buff it as well as the plasma. Because Trade is an inefficient resource, unless you pick up bonuses that make it better, and those bonuses require you to pick specific Species Traits, Traditions, etc. However, it looks like that at some point between then and now weapons were changed considerably. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. ago. But how about the. gamefaqs_astrophys. 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. In my 22 hours I've only. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. In the original release version of the game I reliably went with energy weapons and was happy with the results. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. Ringworld districts provide a large amount of jobs, sometimes too many. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. ago. 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. There are 5 designs that are "optimal". I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Stellaris Cheats is a searchable list of all Stellaris console commands. In my 22 hours I've only. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. 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. So - kinetic for MP, mix of kinetic & energy for larger singleplayer maps. 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. 1 giga cannon, 2 artillery, the rest some kind of laser. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 7 Technology List – T to Z. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Which basically means you need kinetic weapons. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Subscribe to download. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. 5 and 0. Ditch the Tachyon lance unless you're going up against Prethoryn. In the original release version of the game I reliably went with energy weapons and was happy with the results. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. In the original release version of the game I reliably went with energy weapons and was happy with the results. There were no shields to worry about so pure energy vaporized them. Kauldric Jul 30, 2022 @ 12:58pm. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 月羽狐 [author] Nov 5, 2022 @ 6:45pm. Kinetic energy is not a vector. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. 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. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. 75CG. Members Online • [deleted]. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. This is something I've been observing more and more as I play. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. However Tiyanki are, at least in my games, not extremely common. 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. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. AI because they never spec Point Defense. The Contingency use energy weapons that are ineffective against shields. Content is available under Attribution-ShareAlike 3. Maybe something like 1/50000 chance. 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. View this video if you want to learn which weapons are best to use in the. I believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. So the net profit is very tiny once you factor in upkeep. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. E. ago. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 25). As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. ago. Zorlond Sep 20, 2020 @ 2:28pm. In Stellaris, Kinetic weapons are made to take out enemy shields. I've read that missiles are the 'OP' way to go from the start vs. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. 99 DPS. 3. In the original release version of the game I reliably went with energy weapons and was happy with the results. I have not had good results with explosive weapons so far. This lets me focus my tech research on the types of weapons I'm actually using. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. 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. Both have the same Accuracy. This is what I have taken away from the information. In the 3. In my 22 hours I've only. (This doesn't matter as much as it used to - about -4% hits against 30% evasion, now - so enjoy the extra damage and extra shield damage if. Which basically means you need kinetic weapons. Stellaris' combat system is garbage. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. 54, 29. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. In my 22 hours I've only. 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. .