Unless you have the pops to work the jobs a building or district produces, it's worse than useless. Costs 600 Engineering, Requires Nanocomposite. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. For corvettes, do it at a 1:1 ratio. I tend to favor Physics when I build sci labs, however. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. 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). but 100 vs 100 along with all the. It’ll also make your Kinetic and Explosive weapons more powerful, which is paramount for protecting your trade routes and territory from pirates or enemy empires. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. Generally speaking you also want to choose either kinetic, missile or. Plasma Auto. In the first 100 years or so, missiles out-perform every other weapon system. I've read that missiles are the 'OP' way to go from the start vs. Shields- 1. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. Reply. 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. ago. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. I've read that missiles are the 'OP' way to go from the start vs. • 4 yr. AI because they never spec Point Defense. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. Welcome to Stellaris! You can find all the load outs of fallen empire ships. 16 DPS. 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. Makes them able to get through both armour and shields. Applying a force requires us to do work. 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. 54, 29. This is what I have taken away from the information. However, it looks like that at some point between then and now weapons were changed considerably. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. However, it looks like that at some point between then and now weapons were changed considerably. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. AI because they never spec Point Defense. There's a Policy that will let you decide what Trade Value turns into each month. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. 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. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. The enigmatic decoders are really good on this ship as well. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. I like to use Kinetic for the initial long range engagement. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Hangars is fighters, but upgrades are wonky for strike craft so the actual combat value will degrade as you get further into repeatables and PD negates them. 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. 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. Giga cannons do not do the job like arc emitters and cloud lighting is too short. There is some retargeting in stellaris so anti shield weapons prefer to fire at shielded enemies and its usually important to have at least some anti shield damage. Neutron Battleship Analysis: Win percentage = 100%. AI because they never spec Point Defense. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The kinetic energy KE equation is as follows: KE = 0. 6 combat rebalance update. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. The sinews of war are infinire money. 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. A lot of armor, go energy. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. 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. they have a higher bonus vs. 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. In the original release version of the game I reliably went with energy weapons and was happy with the results. 29. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. I haven't played in almost a year. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. A lot of armor, go energy. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Mechanically, each type of spaceborne alien is considered a special type of empire,. In. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. One for armor, and one for shields (2 pairs). Generally speaking you also want to choose either kinetic, missile or. You starting weapons should make up the backbone of your fleet throughout the entire game. Titans are commonly artillery ships, so they have an energy+kinetic combo that works well with artillery battleships, but artillery ships suffer from minimal range and get rekt by torpedos. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. 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. The tachyon has 90% armor pen, and -33% shield damage. 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. Huh, TIL. (2) attacker with long range kinetic (1) hunter with long range kinetic. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. However, I wanted to. [deleted] • 5 yr. Then design two types defence platforms. The big advantage of void beam is the energy repeatable buff it as well as the plasma. So - kinetic for MP,. However, I wanted to. 401K subscribers in the Stellaris community. But that is only even taking into account the enemy damage types. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. 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. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Neutons in large. But, past year 100 or so, you want to switch to energy weapons. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . 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. Penetration is an important part of the metagame, especially around the T2 tech level, but it's an RPS balancing act like kinetic vs energy and PD vs. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. 5 inf. Destroyers are ideal for a few decades before battleships become common, but. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. Secondly, Starbases are way more cost effective than fleets in the early game. However, it looks like that at some point between then and now weapons were changed considerably. I have not had good results with explosive weapons so far. 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. Our Result. However Tiyanki are, at least in my games, not extremely common. ago. In the original release version of the game I reliably went with energy weapons and was happy with the results. There are multiple types of kinetic weapons. I've read that missiles are the 'OP' way to go from the start vs. Costs 480 Engineering, Requires Mineral Processing. I've read that missiles are the 'OP' way to go from the start vs. AI because they never spec Point Defense. This is something I've been observing more and more as I play. 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. . 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 . Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. ago • Edited 4 yr. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. However, it looks like that at some point between then and now weapons were changed considerably. Costs 480 Engineering, Requires Mineral Processing. A study on Missile/Hangars vs Point Defense/Flak in 3. Description. Giga cannon is more or less good vs everything. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. 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. Here are our Stellaris tips to help you out. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. Both have its pros and cons. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Click to expand. The Low roll damage for a Lance is an Average roll for. In the original release version of the game I reliably went with energy weapons and was happy with the results. I've read that missiles are the 'OP' way to go from the start vs. 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. It's even worse if multiple missiles are aiming for the same target. . 2k. There were no shields to worry about so pure energy vaporized them. In Stellaris, one can benefit from this for quicker achievement of the following:. 00. that is a 325% difference in base DPS before adjusting for modifiers. Unlocking each requires you to have the proper level of strike craft technology and a matching. . Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). plasma meanwhile has 5% of the effectiveness of. Ceramo Metal Materials. Secondly, Starbases are way more cost effective than fleets in the early game. Ships: Shields vs Armor. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. 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. Not only would that've made sense with regard to the P. 16 DPS. In my 22 hours I've only. gamefaqs_astrophys. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. It looks like bomber is the best weapon against them. Shields- 1. ) are good against armor but bad against shields. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Energy Weapons (Lasers, Neutron Launchers etc. 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. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. So the net profit is very tiny once you factor in upkeep. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Unlocking each requires you to have the proper level of strike craft technology and a matching. Kinetics. Ships: Shields vs Armor. 1 Lem released, I can finally post this. In my 22 hours I've only. 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). I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. P. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. 25. Having a high tier starbase, as best, will stop them from pushing into that system. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. 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. Both have the same Accuracy. 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. But how about the. It is easier for weapons to ignore, but also easier to bulk up. /rival bonus. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. plasma meanwhile has 5% of the effectiveness of. 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 have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Kinetic weapons (Gauss Cannons) are good against. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. AI because they never spec Point Defense. 5K subscribers Join Subscribe 2. 16 comments. I use 1 titan (each titan has a different aura) and the rest battleships. In my 22 hours I've only. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. I haven't played in almost a year. PD is slightly harder hitting, Flak can reach a higher Tracking. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. 67. 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. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. I've read that missiles are the 'OP' way to go from the start vs. 99. I haven't played in almost a year. Energy is good at baseline, and gets better automatically through tech progress. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. 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. Kauldric Jul 30, 2022 @ 12:58pm. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 1. 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. Contrast We Will Use Lasers in the Future, where energy weapons are more prevalent than kinetic weapons. In my 22 hours I've only. Having a high tier starbase, as best, will stop them from pushing into that system. ago. In my 22 hours I've only. 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). For example the ancient laster (Cavitation Collapser), resembles normal lasers. In the original release version of the game I reliably went with energy weapons and was happy with the results. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. 99. But trade has more options to expand in the late. (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Thoughts on 3. Small plasma cannon- 6. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. 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. I currently struggle to balance damage types, fleet speed and fleet ranges. Signature Weapons [3. . It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Two autocannons and one plasma. 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. this is why. they must be pretty good. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. I use 1 titan (each titan has a different aura) and the rest battleships. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Use arc emitters and kinetic battery. Hull- 9. Kinetic energy is the energy an object has because of its motion. 0 unless otherwise noted. ago • Edited 4 yr. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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). • 4 yr. . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 00. My fleet got obliterated and theirs barely took any damage, despite my ship designs hard countering theirs. Energy and Kinetic point defense systems, and they both cost the same in terms of power and alloys, and have the same cooldown, accuracy and range. 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. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. BusterHighmann. 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. have rather significant amounts of PD, making missile based weaponry significantly less effective. half kinetic half energy until I see enemies I can exploit like prethoryn. Missiles start with 0 Evasion and end with 40. Be aware this is a work in progress. 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. 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. 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. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. gamefaqs_astrophys. . My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In the original release version of the game I reliably went with energy weapons and was happy with the results. I've read that missiles are the 'OP' way to go from the start vs. 1 giga cannon, 2 artillery, the rest some kind of laser. JVendin • 6 yr. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. that is a 325% difference in base DPS before adjusting for modifiers. The only exception is when you’re countering something specific. even on the autocannon's worst target it has 40% the effectiveness of plasma. 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. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. Kinetic weapons are good because they keep shooting down regenerating shields so that the energy weapons can keep destroying the armor it is good against so both can ultimately attack the hull they are decent against, so for kinetics to be good you need weapons that have a bonus against armor and or hull to use the shields getting shot down. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Destroyers- if you use them, should be built for alpha and to die. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. However, it looks like that at some point between then and now weapons were changed considerably. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. 32, 5. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. PD starts with 10 Tracking and ends with 30. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 5 for the armor, so 1. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. In the original release version of the game I reliably went with energy weapons and was happy with the results. Ironically, there is an advanced armor option known as Dragonscale Armor. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 25), or Energy and Consumer Goods (1= 0. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. 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. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. Physics research. In the original release version of the game I reliably went with energy weapons and was happy with the results. Certain buildings and other sources. Even ignoring natural tile resources if needed. 2. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Conversely, they aren’t very good against enemy armor. Engineering has many strategic resources. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. It doesn't make sense to me. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. also, Armor is cool. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. In the original release version of the game I reliably went with energy weapons and was happy with the results. 3 Stellaris Tech Id List – C to E. Gotcha, that makes sense. 6. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. 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). Designations tell what kind of weapons and defense were deployed.