The only exception is when you’re countering something specific. The focused arc has 100% armor pen and 100% shield pen. Another key point to note: Energy torpedoes CANNOT be shot down by PD. AI because they never spec Point Defense. 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. 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. Destroyers- if you use them, should be built for alpha and to die. Phifty56 • 6 yr. Gotcha, that makes sense. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. • 4 yr. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. 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. Each pair was moved to Star System with no populated planets, spaceports, mining\science\battle\energy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). 16 comments. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. As it stands now, kinetic vs energy is a joke. AI because they never spec Point Defense. 6. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 27. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. AI because they never spec Point Defense. AI because they never spec Point Defense. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. I have not had good results with explosive weapons so far. 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. +4Energy, -0. It is easier for weapons to ignore, but also easier to bulk up. ago. I've read that missiles are the 'OP' way to go from the start vs. . Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. The Low roll damage for a Lance is an Average roll for. Kauldric Jul 30, 2022 @ 12:58pm. Content is available under Attribution-ShareAlike 3. Both have its pros and cons. have rather significant amounts of PD, making missile based weaponry significantly less effective. Kinetic Batteries: best large kinetic weapon, like the kinetic version of Launchers Specialized Explosives: Torpedo, Swarm Torpedoes: slower, tankier, less accurate and shorter range compared to missiles but have a much higher damage output and does bonus damage against armour instead of hull; for use against heavier shipsIf you get the first Volley. There are a few things to do. 16 DPS. 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. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. They are meant to inflict heavy damage against enemy shields. Because i tink that the kinetic wepons right now give an advantage in combat. The other with a shield debuff aura, your best armor, and your best medium guns. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . You starting weapons should make up the backbone of your fleet throughout the entire game. ago • Edited 4 yr. I wanted to get tips from you guys about battleship design. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Shields are good against Energy weapons. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. In my 22 hours I've only. . 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. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. 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). Plasma also has lower accuracy and I think a slightly longer cooldown per shot. 2 days faster than the Arc. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. It lacks the bonus to hull damage lasers have. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). However, it looks like that at some point between then and now weapons were changed considerably. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. Even ignoring natural tile resources if needed. I've read that missiles are the 'OP' way to go from the start vs. Energy Siphon isn't a bad weapon for the time you get it; its a fine one. 99 DPS. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. . Spaceborne aliens are likely be the first encounter for newly spacefaring species. Kinetic Battleship Analysis: N/A. 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. ) are good against armor but bad against shields. Myself i generally just make my fleets balanced, with kinetic and energy weapons, favoring kinetic for large guns, energy for xl size and balanced medium and small, but for min maxing you could check the loadout of your upcoming enemy and building to counter them if they favor shields or armor. Best. Physics research. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I use plasma on my corvette swarms. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. they have a higher bonus vs. Conversely, they aren’t very good against enemy armor. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. There are 5 designs that are "optimal". Kinetic energy formula. If the enemy has a lot of shields, go for kinetic. Here are our Stellaris tips to help you out. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. In the original release version of the game I reliably went with energy weapons and was happy with the results. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. 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. 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. EDIT: I took a look at the late game tech, and it turns out that Physics has only 3 useless repeatable technologies (Build Cost, Build Speed, Sensor Range) where Engineering has 6 (Strike Craft Damage/Fire Rate, Missile Damage/Fire Rate, Station Health/Damage)[8 if you use energy instead of kinetic weapons]. 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. I once started an. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Graey • 7 yr. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. Secondly, Starbases are way more cost effective than fleets in the early game. Kinetic weapons (Gauss Cannons) are good against. With lasers and plasmas being both energy-based, I figured there would be an advantage to my focusing my research on one of them rather than both. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. But it also penetrates armor by 50%. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. Armor is good against Kinetic weapons. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. ago. 6. Mix these two in a ratio that matches enemy missiles. Kinetic weapons (Gauss Cannons) are good against. At the very least , the days of trying to overkill ships is over. . I've read that missiles are the 'OP' way to go from the start vs. Almost everything you build on a planet has an upkeep cost, and it's usually energy. 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. 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. Without it, the whole thing would come falling down. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Energy Weapons (Lasers, Neutron Launchers etc. Subscribe to download. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. 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. Costs 480 Engineering, Requires Mineral Processing. 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. A study on Missile/Hangars vs Point Defense/Flak in 3. 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). I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. It is much easier to get the best kinetic than energy. While velocity can have a positive or negative value, velocity squared is always positive. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. 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. This page was last edited on 14 October 2017, at 10:53. AI because they never spec Point Defense. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. Kinetic Artillery is the best Large kinetic weapon period. 16 comments. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 50, vs Gamma lasers at 6. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. There are multiple types of kinetic weapons. Stellaris Real-time strategy Strategy video game Gaming. I haven't played in almost a year. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. Giga cannons do not do the job like arc emitters and cloud lighting is too short. 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). ago • Edited 4 yr. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. 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. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. 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. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. Ringworld districts provide a large amount of jobs, sometimes too many. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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. Adding some type of weapon that allows them to bombard a foe along the side of the. For corvettes, do it at a 1:1 ratio. PD is slightly harder hitting, Flak can reach a higher Tracking. Stellaris. However Tiyanki are, at least in my games, not extremely common. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. The guns strip the shields, the lance cooks the rest. This lets me focus my tech research on the types of weapons I'm actually using. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I've read that missiles are the 'OP' way to go from the start vs. 1 torp, 1 disruptor corvette. . ) - 155mm Shock Cannon -. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. Gun batteries will mix energy and kinetic (physics/engineering). 6 Technology List – Q to S. I haven't played in almost a year. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Destroyers are ideal for a few decades before battleships become common, but. I currently struggle to balance damage types, fleet speed and fleet ranges. I also have no use for the energy repeatables because I'm going trade federation and getting my energy from trade instead of an energy planet. I've read that missiles are the 'OP' way to go from the start vs. Caravaneers. Now yes, it's Stellaris and we can just say "new meta - XL battleships with Carrier core and line computer ftw" and yes you can even design an artillery battleship that isn't awful (as long as you don't mix kinetic weapons with plasma due to the range differences) but when the best way to use a titan (which can't have a line computer). My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. 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. Neutron Battleship Analysis: Win percentage = 100%. Hull- 9. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. But that is only even taking into account the enemy damage types. In my 22 hours I've only. In the first 100 years or so, missiles out-perform every other weapon system. If we want to accelerate an object, then we must apply a force. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. Having fleet will stop them from declaring war at all. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. 3 Stellaris Tech Id List – C to E. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. have rather significant amounts of PD, making missile based weaponry significantly less effective. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 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. In my 22 hours I've only. For the record, in stellaris 2. In the original release version of the game I reliably went with energy weapons and was happy with the results. 4 Stellaris Tech Id List – F to I. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. . If you want more Stellaris guides, you can also Check: Console Commands & Cheats. The kinetic energy KE equation is as follows: KE = 0. I've read that missiles are the 'OP' way to go from the start vs. Zorlond Sep 20, 2020 @ 2:28pm. 5 × m × v². Go to Stellaris r/Stellaris. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. half kinetic half energy until I see enemies I can exploit like prethoryn. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. 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. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. 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. 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. Unlocking each requires you to have the proper level of strike craft technology and a matching. The energy of a body or a system with respect to the motion of the body or of the particles in the system. Because i tink that the kinetic wepons right now give an advantage in combat. Advanced kinetic weapons require Volatile Motes to build. This command adds the specified amount of energy credits to your energy credits amount. Content is available under Attribution-ShareAlike 3. Having fleet will stop them from declaring war at all. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. With 3. Large carrier cruiser. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. All resources can be stockpiled. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. that is a 325% difference in base DPS before adjusting for modifiers. I've read that missiles are the 'OP' way to go from the start vs. 25. 25), or Energy and Consumer Goods (1= 0. 1. In my 22 hours I've only. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Subscribe to download. 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. I've read that missiles are the 'OP' way to go from the start vs. Legacy Wikis. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. Small stormfire autocannon- 19. 3, I've been running all Kinetic weapons heavy ships. AI because they never spec Point Defense. However at the start the difference is miniscule. ago. 00. Kinetic energy is not a vector. 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. 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. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. Generally speaking you also want to choose either kinetic, missile or. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. AI because they never spec Point Defense. In the 3. In the original release version of the game I reliably went with energy weapons and was happy with the results. ) are good against armor but bad against shields. The Contingency use energy weapons that are ineffective against shields. I think my favorite early ship build is a Corvette with Point Defense, Energy Siphon, and Lasers. These are not as effective as Kinetic at base power, but they do synergize well and allow you to focus on Energy Damage repeatable techs, giving your whole fleet increased performance all at the same time. I'd like to try and learn how to optimize each ship manually. Costs 600 Engineering, Requires Nanocomposite. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. I use 1 titan (each titan has a different aura) and the rest battleships. In the original release version of the game I reliably went with energy weapons and was happy with the results. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. So yeah maybe I'll be skipping on the lightning weapons. 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. 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. I haven't played in almost a year. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. But how about the. Once you get like 4 of each in a fleet, barely anything beats it. Welcome to Stellaris! You can find all the load outs of fallen empire ships. The sinews of war are infinire money. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. 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. Giga cannon is more or less good vs everything. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Battleship - Full X and L weapons. Flak on the other hand starts at 50 Tracking and ends at 70. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. I like energy weapons because of the lightshow. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. (2) attacker with long range kinetic (1) hunter with long range kinetic. And if they have, armor is better than hull against kinetic batteries. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. JVendin • 6 yr. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. I haven't played in almost a year. Accuracy is the standard/max to-hit of a weapon. Koweezo. overall, the energy torpedoes are the better weapon in my opinion. 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. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. IMHO the much better way is to stick with explosive + strike craft. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. 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. Kinetic Weapons in Stellaris also come in multiple categories. Also, they have the shortest range weapons out of all the crises. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. overall, the energy torpedoes are the better weapon in my opinion. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. View this video if you want to lea. Core Cracking. Energy weapons are good against armor but weak against shields. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. 7 Technology List – T to Z. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. But they fall a bit flat against their armors. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. With the recent update to 1. BusterHighmann. Energy weapons are good against armor but weak against shields. . 57s for the shield and 0. I haven't played in almost a year. Applying a force requires us to do work. Say I want to have a titan assigned to every fleet. In Stellaris, Kinetic weapons are made to take out enemy shields. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. Sending in a Demolitions Team using an Army. Having 20 pops all researching is nice, but not when you can't. 6 combat rebalance update. Plasma Auto. hull and a bonus vs. 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. 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. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. What the arc emitters don't destroy in the first volley the strike. Kinetic Weapons.