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. Most people would recommend piling up the free. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. In Stellaris, Kinetic weapons are made to take out enemy shields. However at the start the difference is miniscule. 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. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. Energy weapons are good against armor but weak against shields. but 100 vs 100 along with all the. In the original release version of the game I reliably went with energy weapons and was happy with the results. g. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. If the enemy uses missiles, just smack PD on your ships to counter. Plasma Auto. . 13. Neutron Battleship Analysis: Win percentage = 100%. Search the Wiki for a detailed information, but I would recommend wait until you get to late-game to fight it, depending on the Leviathan, you'll need between 30k and 70k in fleet power to fight it. Without it, the whole thing would come falling down. AI because they never spec Point Defense. Flak does less damage per shot, in contrast, but is. The other with a shield debuff aura, your best armor, and your best medium guns. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. You starting weapons should make up the backbone of your fleet throughout the entire game. So stack shields and dont neglect strike craft (best) and flak (not. In my 22 hours I've only. I've read that missiles are the 'OP' way to go from the start vs. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. For every other component, just use the best available. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. 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. In my 22 hours I've only. . 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. AI because they never spec Point Defense. For example, if the enemy has 2 laser 1 kinetic 2 shield 1 armor, you should build corvettes with 1 laser 2 kinetic 2 shield 1 armor. I currently struggle to balance damage types, fleet speed and fleet ranges. The Contingency use energy weapons that are ineffective against shields. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 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. Kinetic is Energy (for RTS) Subscribe. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. 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. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. I've read that missiles are the 'OP' way to go from the start vs. Ceramo Metal Materials. Hull- 9. If we want to accelerate an object, then we must apply a force. Since lasers are a bit on the Elvish side of things, I thought I'll try to avoid them and play only with kinetic weapons and missiles/torpedoes. . Engineering has many strategic resources. 1 giga cannon, 2 artillery, the rest some kind of laser. Wondering if they're as good as I think they actually are, especially as the speed that fleets close in combat and the range advantage of larger weapons is minimal. Definitely. I've read that missiles are the 'OP' way to go from the start vs. Title Card Overlay by Wi. I separated them in pairs. Against d2 it will take about 0. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. . I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. TTundri • 6 mo. Caravaneers. Unlocking each requires you to have the proper level of strike craft technology and a matching. There are multiple types of 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. 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. 5 for the armor, so 1. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Because i tink that the kinetic wepons right now give an advantage in combat. Also, they have the shortest range weapons out of all the crises. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. 6 combat rebalance update. Against d1 it will take about 0. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. In the original release version of the game I reliably went with energy weapons and was happy with the results. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. 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). I've developed a system of ship designators to assist in fleet design and upgrade. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. 54, 29. 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. But that is only even taking into account the enemy damage types. One for armor, and one for shields (2 pairs). 27. The enigmatic decoders are really good on this ship as well. Shield Enhence repeatable tech ---> Engineering area. Which basically means you need kinetic weapons. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 5 Stellaris Tech Id List – J to P. 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). The Unbidden have heavily shielded ships, and their weapons all suck vs shields. The tachyon has 90% armor pen, and -33% shield damage. I personally, have always liked shields. ago. Giga cannon is more or less good vs everything. AI because they never spec Point Defense. Honestly, I don't even bother with mass drivers at all. 2. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. For the record, in stellaris 2. 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. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. 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. 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. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. View this video if you want to lea. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. In the 3. Disruptors have 10 less range (50 vs. I've read that missiles are the 'OP' way to go from the start vs. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. This is something I've been observing more and more as I play. 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. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. Sending in a Demolitions Team using an Army. While Kinetic is better overall for taking down shields, we now have Null Void beams. 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 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. 5K subscribers Join Subscribe 2. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. It usually isn't ignored by weapons. The only exception is when you’re countering something specific. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. BusterHighmann. 3 Stellaris Tech Id List – C to E. Even ignoring natural tile resources if needed. 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. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. But trade has more options to expand in the late. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. So the net profit is very tiny once you factor in upkeep. Definitely. In the original release version of the game I reliably went with energy weapons and was happy with the results. Lets break down the weapon and defence components available in Stellaris. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Not only would that've made sense with regard to the P. The focused arc has 100% armor pen and 100% shield pen. But how about the. It is probably better to replace the spinal bow with a hangar bow. Distruptors yes, siphons no. plasma meanwhile has 5% of the effectiveness of. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. 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. Stellaris Wiki Active Wikis. Stellaris. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. I personally, have always liked shields. Legacy Wikis. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Core Cracking. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. In the original release version of the game I reliably went with energy weapons and was happy with the results. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Subscribe to download. plasma meanwhile has 5% of the effectiveness of. 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. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. A lot of armor, go energy. In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. In the original release version of the game I reliably went with energy weapons and was happy with the results. Shields- 1. . Likewise, in energy, because its so tiny, I'll always get a shield option pop up. first damage out put and stack research for energy/ kinetic damage. In my 22 hours I've only. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. View this video if you want to learn which weapons are best to use in the. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . 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. overall, the energy torpedoes are the better weapon in my opinion. R5: I tested several battleship designs against the Contingency. In my 22 hours I've only. 5 and 0. Small plasma cannon- 6. 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. 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 know they are several older threads about this topic, but I don't want to be a necrophile. Ships: Shields vs Armor. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. But they fall a bit flat against their armors. 13. It lacks the bonus to hull damage lasers have. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. It's even worse if multiple missiles are aiming for the same target. 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. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. ago. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. I once started an. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. . Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. 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. However, it looks like that at some point between then and now weapons were changed considerably. The only exception is when you’re countering something specific. ago. 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,. 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. ago. Members Online • [deleted]. even on the autocannon's worst target it has 40% the effectiveness of plasma. Energy weapons are good against armor but weak against shields. 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. In my 22 hours I've only. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. This command adds the specified amount of energy credits to your energy credits amount. 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. ago. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. 6. 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. However, it looks like that at some point between then and now weapons were changed considerably. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Say I want to have a titan assigned to every fleet. 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. 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. The other with a shield debuff aura, your best armor, and your best medium guns. The mega cannon is good against everything, since weapon systems can target individually that means most of the damage bonuses are wasted and that there are no obvious weapons to synergize with. . I usually use the default weapons build, let the computer choose the best weapon Why does he always seem to default to plasma over others?I haven't played in almost a year. Flak on the other hand starts at 50 Tracking and ends at 70. Generally speaking you also want to choose either kinetic, missile or. The kinetic energy formula defines the relationship between the mass of an object and its velocity. There are 5 designs that are "optimal". 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. Welcome to Stellaris! You can find all the load outs of fallen empire ships. The question is what I want to do in my next game. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 412K subscribers in the Stellaris community. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. Kinetic weapons have a decent range (longer than lasers) and are fairly effective against shields, they shine with their high fire rate, and +33% shield damage (the base level at least) but are combated well by their weakness to physical armorProton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. In the original release version of the game I reliably went with energy weapons and was happy with the results. have rather significant amounts of PD, making missile based weaponry significantly less effective. 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. AI because they never spec Point Defense. The giga has 50% armor pen, and an extra 33% shield damage. I haven't played in almost a year. 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. In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. JVendin • 6 yr. Fixes to mass missiles being bad. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. In my 22 hours I've only. I haven't played in almost a year. AI because they never spec Point Defense. However Tiyanki are, at least in my games, not extremely common. Content is available under Attribution-ShareAlike 3. Because i tink that the kinetic wepons right now give an advantage in combat. But that is only even taking into account the enemy damage types. 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. gamefaqs_astrophys. Costs 480 Engineering, Requires Mineral Processing. 67. This page was last edited on 14 October 2017, at 10:53. ago. I haven't played in almost a year. Energy shields could be useful against kinetic projectiles, we just don't know to what extent. Showing 1 - 10 of 10 comments. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. As it stands now, kinetic vs energy is a joke. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. 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. This is what I have taken away from the information. I haven't played in almost a year. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. This is something I've been observing more and more as I play. Two autocannons and one plasma. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Received widsom is yes, you should take Mass Drivers or Lasers. #7. Kinetics tend to have worse accuracy than the equivalent Laser weapon. they must be pretty good. 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. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Huh, TIL. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. 0 unless otherwise noted. Koweezo. ) are good against armor but bad against shields. Still need a minimum amount of Energy regardless, for the Hull damage. The best choice is to cause a lower-estimate local power surge, as this will cause the Expedition to proceed for only 50 Energy Credits. Global Energy Management, Automated Exploration Protocols, Specialized. In the original release version of the game I reliably went with energy weapons and was happy with the results. The big advantage of void beam is the energy repeatable buff it as well as the plasma. A lot of armor, go energy. It doesn't make sense to me. Costs 480 Engineering, Requires Mineral Processing. ago. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of different sizes and ranges. 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. I built my fleet to counter the enemy's (they had only missiles) by giving my ships Point Defense and Kinetic weapons to counter their shields. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. I've read that missiles are the 'OP' way to go from the start vs. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. AHostOfIssues • 4 yr. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I've read that missiles are the 'OP' way to go from the start vs. first damage out put and stack research for energy/ kinetic damage. Having a high tier starbase, as best, will stop them from pushing into that system. But it never gets any upgraded versions of it, while your Kinetics line does (Mass Driver -> Coilgun -> Railgun -> Advanced Railgun -> Gauss Cannon, plus this research line eventually unlocking the even more powerful Kinetic Battery -> Kinetic Artillery). I've read that missiles are the 'OP' way to go from the start vs. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. 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. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. This energy can be released in a car engine when the gasoline combusts, producing high-temperature gases that move the engine’s pistons and, ultimately, propel the car forward (kinetic energy) 1 . Energy Siphons are potent early game weapons. 1 torp, 1 disruptor corvette. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. This isn't the first time it this has happened. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. AI because they never spec Point Defense. I haven't played in almost a year. However, it looks like that at some point between then and now weapons were changed considerably. Having fleet will stop them from declaring war at all. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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). The tachyon lance does 15. Gotcha, that makes sense. 1K 48K views 1 year ago Which is the.