Stellaris kinetic vs energy. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. Stellaris kinetic vs energy

 
The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factorStellaris kinetic vs energy When the enemy has many ships bigger the crusiers make X slot battleships with the X slot being either energy or kinetic, and all L slots being the oopspote damage type

Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. If the enemy has a lot of shields, go for kinetic. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Neutons in large. In the original release version of the game I reliably went with energy weapons and was happy with the results. 54, 29. It is easier for weapons to ignore, but also easier to bulk up. Applying a force requires us to do work. Small plasma cannon- 6. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 16 comments. • 4 yr. 1 torp, 1 disruptor corvette. Legacy Wikis. Still need a minimum amount of Energy regardless, for the Hull damage. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I wanted to get tips from you guys about battleship design. Because i tink that the kinetic wepons right now give an advantage in combat. For every other component, just use the best available. A lot of armor, go energy. Generally speaking you also want to choose either kinetic, missile or. I've read that missiles are the 'OP' way to go from the start vs. that is a 325% difference in base DPS before adjusting for modifiers. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. I've read that missiles are the 'OP' way to go from the start vs. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. You starting weapons should make up the backbone of your fleet throughout the entire game. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. This is something I've been observing more and more as I play. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. ago. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In my 22 hours I've only. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I currently struggle to balance damage types, fleet speed and fleet ranges. 16 comments. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Say I want to have a titan assigned to every fleet. 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. 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. If you don't have those, go for max armor and crystal forged hull. where: m — Mass;. Kinetic Weapons in Stellaris also come in multiple categories. an explosive vs. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. 5 and 0. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. E. Large broadside battleship. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. What the arc emitters don't destroy in the first volley the strike. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. It's even worse if multiple missiles are aiming for the same target. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. 5 × m × v². 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. The question is what I want to do in my next game. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. However, it looks like that at some point between then and now weapons were changed considerably. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Because i tink that the kinetic wepons right now give an advantage in combat. I haven't played in almost a year. 24 , 24. Elcuern0 • 3 yr. While velocity can have a positive or negative value, velocity squared is always positive. 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). Energy Weapons (Lasers, Neutron Launchers etc. Both have the same Accuracy. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. Fleet Power: The Neutron Battleships had a fleet power of 86. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. However, it looks like that at some point between then and now weapons were changed considerably. this is why. PD starts with 10 Tracking and ends with 30. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Giga cannon is more or less good vs everything. Large broadside battleship. 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. 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 once started an. 1 torp, 1 disruptor corvette. ago. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. In my 22 hours I've only. 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. However, it looks like that at some point between then and now weapons were changed considerably. I think my favorite early ship build is a Corvette with Point Defense, Energy Siphon, and Lasers. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. . Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. 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 only exception is when you’re countering something specific. (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. 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. 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. 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. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. In. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. I haven't played in almost a year. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Costs 600 Engineering, Requires Nanocomposite. 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. 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. AI because they never spec Point Defense. ago. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. This lets me focus my tech research on the types of weapons I'm actually using. Small stormfire autocannon- 19. 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. This is what I have taken away from the information. Sending in a Demolitions Team using an Army. But how about the. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. hull and a bonus vs. But how about the. In the original release version of the game I reliably went with energy weapons and was happy with the results. ago. With 3. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. 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. Engineering has many strategic resources. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. A lot of armor, go energy. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. In my 22 hours I've only. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. ) are good against armor but bad against shields. 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. Most people would recommend piling up the free. However, it looks like that at some point between then and now weapons were changed considerably. Core Cracking. My knowledge about it only goes about laser, it is very effective against armor and to guard. Kinetic Battleship Analysis: N/A. Kinetic Weapons are the exact opposite of Energy Weapons. AI because they never spec Point Defense. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. Subscribe to download. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Titans. 60 on CL) and they deal less damage (38average vs. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. However, it looks like that at some point between then and now weapons were changed considerably. I tend to favor Physics when I build sci labs, however. The guns strip the shields, the lance cooks the rest. . Subscribe to download. You need Flak and Kinetic Artillery and they sit along the kinetic tree. If the enemy uses missiles, just smack PD on your ships to counter. 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. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. Energy weapons are good against armor but weak against shields. have rather significant amounts of PD, making missile based weaponry significantly less effective. Members Online • [deleted]. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. So in my opinion the giga canon is really the way to go. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Carrier battleship. Accuracy is the standard/max to-hit of a weapon. Global Energy Management, Automated Exploration Protocols, Specialized. I've read that missiles are the 'OP' way to go from the start vs. Welcome to Stellaris! You can find all the load outs of fallen empire ships. In Stellaris, Kinetic weapons are. 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. There are usually just two types of compositions in my fleets (1:1 ratio, they are supposed to work in pairs): max fleet cap swarmer corvette hordes (2 kinetic, 1 energy/1 shield, 2 armor and an afterburner is the loadout) and ~22 artillery battleships led by a titan with -shield aura (giga cannons, balanced weapons). But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. Appreciate the heads up because I'm currently sitting at. In my 22 hours I've only. 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. They are meant to inflict heavy damage against enemy shields. Then design two types defence platforms. The kinetic energy formula defines the relationship between the mass of an object and its velocity. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. 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. With the recent update to 1. In my 22 hours I've only. Ringworld districts provide a large amount of jobs, sometimes too many. In addition, when the Galactic. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. this version is for reworked tactical system. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Once you get like 4 of each in a fleet, barely anything beats it. Neutron Battleship Analysis: Win percentage = 100%. In the original release version of the game I reliably went with energy weapons and was happy with the results. Thoughts on 3. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Legacy Wikis. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. 67. Add a pinch of Titan to taste. 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. One with a snare aura, level 1 guns and armor (cheap, expendable). 99. However, it looks like that at some point between then and now weapons were changed considerably. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. I've read that missiles are the 'OP' way to go from the start vs. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. However, it looks like that at some point between then and now weapons were changed considerably. Our Result. Also, get lots of shields since the Contingency's weapons suck vs shields. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. I've read that missiles are the 'OP' way to go from the start vs. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Pure energy is not ideal so I'll run approx. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. The Low roll damage for a Lance is an Average roll for. In my 22 hours I've only. The focused arc has 100% armor pen and 100% shield pen. 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. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 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. ago. AI because they never spec Point Defense. ago. In my 22 hours I've only. I separated them in pairs. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. Kinetic weapons (Gauss Cannons) are good against. This is manily because there are fewer Physics research stations to build. 1. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. they have a higher bonus vs. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. I've read that missiles are the 'OP' way to go from the start vs. The Unbidden have heavily shielded ships, and their weapons all suck vs 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. What kind of weapons should space-bearing vessels use in Stellaris? A lot of games follow the trichotomy of mass drivers, missiles, and beam weapons. ago • Edited 4 yr. However, I wanted to. However, it looks like that at some point between then and now weapons were changed considerably. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Koweezo. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. Kinetics. View this video if you want to learn which weapons are best to use in the. that is a 325% difference in base DPS before adjusting for modifiers. 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. ago. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. 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. 32, 5. 3 Stellaris Tech Id List – C to E. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. I've read that missiles are the 'OP' way to go from the start vs. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Energy Torpedoes - The Proton Launcher and Neutron Launcher are advanced Torpedo Components that don't penetrate shields but ignore point-defense, have no travel time, and deal massively increased. 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. I've mainly played Stellaris while using auto-best for my ships. Description. AI because they never spec Point Defense. Fleet Power: The Neutron Battleships had a fleet power of 86. Its DPS is 4. 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. I haven't played in almost a year. And at least it sounds plausible. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. g. AI because they never spec Point Defense. Shield Enhence repeatable tech ---> Engineering area. 99 DPS. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. For the record, in stellaris 2. Plasma Auto. Missiles have few strengths and many weaknesses. Maybe something like 1/50000 chance. Ship Features: Weapons. BusterHighmann. I like to use Kinetic for the initial long range engagement. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. 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. 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. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. 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. 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. 7k and the Kinetic Battleships had a fleet power of 88. 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. Best. In my 22 hours I've only. 2k. Armor is good against Kinetic weapons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. I separated them in pairs. However, it looks like that at some point between then and now weapons were changed considerably. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. Right out the gate mass drivers are better then red lasers. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. A study on Missile/Hangars vs Point Defense/Flak in 3. 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. Content is available under Attribution-ShareAlike 3. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. In the 3. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 412K subscribers in the Stellaris community. However at the start the difference is miniscule. Gotcha, that makes sense. There were no shields to worry about so pure energy vaporized them. 6+) For those unaware, the "~" command will bring up the console. 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. 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. they have a higher bonus vs. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. Conversely, they aren’t very good against enemy armor. first damage out put and stack research for energy/ kinetic damage. There are a few things to do. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. The enigmatic decoders are really good on this ship as well. I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. 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. Certain buildings and other sources. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 13. but 100 vs 100 along with all the. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. AI because they never spec Point Defense. 6. The Contingency use energy weapons that are ineffective against shields. plasma meanwhile has 5% of the effectiveness of. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. This lets me focus my tech research on the types of weapons I'm actually using. Costs 480 Engineering, Requires Mineral Processing. Stellaris Real-time strategy Strategy video game Gaming. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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.