ago • Edited 4 yr. Starfighters! [3. 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. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. Subscribe to download. Very happy to announce my mod has gone public and is available on Steam here. I've read that missiles are the 'OP' way to go from the start vs. I also have no use for the energy repeatables because I'm going trade federation and getting my energy from trade instead of an energy planet. AI because they never spec Point Defense. Subscribe to download. 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. Core Cracking. Because i tink that the kinetic wepons right now give an advantage in combat. Large broadside battleship. Signature Weapons [3. When do you use what weapon? For. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. g. Energy Weapons (Lasers, Neutron Launchers etc. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Stellaris Real-time strategy Strategy video game Gaming. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Almost everything you build on a planet has an upkeep cost, and it's usually energy. 1K 48K views 1 year ago Which is the. There were no shields to worry about so pure energy vaporized them. AI because they never spec Point Defense. ago. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 5 inf. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. Both have its pros and cons. Early game always shields since you don't have bigger ships like cruisers yet which profit more from armor. The Contingency use energy weapons that are ineffective against shields. Content is available under Attribution-ShareAlike 3. In the 3. In my 22 hours I've only. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. 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. Twitch - This is a quick and dirty video going over the different categories of Energy weapons. It is probably better to replace the spinal bow with a hangar bow. However, it looks like that at some point between then and now weapons were changed considerably. AI because they never spec Point Defense. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. ago. /rival bonus. Received widsom is yes, you should take Mass Drivers or Lasers. The energy of a body or a system with respect to the motion of the body or of the particles in the system. The artillery ones I believe target fighters whereas the other targets missles and kinetic weapons idk for sure though Reply reply ahtemsah • Energy picket for missiles, flak for aircraft iirc, and stormfire autocannons are super on a corv. You starting weapons should make up the backbone of your fleet throughout the entire game. 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. Hull- 9. hull and a bonus vs. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. If the enemy uses missiles, just smack PD on your ships to counter. 3, I've been running all Kinetic weapons heavy ships. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. Missiles start with 0 Evasion and end with 40. 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 . One for armor, and one for shields (2 pairs). 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. . . You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. The sinews of war are infinire money. Kinetic Weapons. 67. 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). Energy weapons are better at defeating shields and or armor, but they have lower overall DPS for the most part than kinetic weapons (not talking about tachyon lances and the like). JVendin • 6 yr. I've read that missiles are the 'OP' way to go from the start vs. 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. 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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 1. 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. This is manily because there are fewer Physics research stations to build. Kinetic pair and Energy pair (G vs A; P vs L). Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Energy had your basic lasers, apocalyptic tachyons, and a plethora of variants in between for anti shield duty, anti armor duty, weird electric clouds and anything else you can think of. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. 32, 5. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. For the record, in stellaris 2. However Tiyanki are, at least in my games, not extremely common. Kinetic Battleship Analysis: N/A. It might not kill them outright, but it will take a lot of their shields/armour, and may even damage them - making them less combat effective. The other with a shield debuff aura, your best armor, and your best medium guns. It lacks the bonus to hull damage lasers have. gamefaqs_astrophys. Unlocking each requires you to have the proper level of strike craft technology and a matching. Which basically means you need kinetic weapons. you can dump your excess trade into CG/Unity, whereas generators don't rely on your trade protection. First Choice. 6. In my 22 hours I've only. 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. Carrier battleship. Graey • 7 yr. where: m — Mass;. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. Missiles start with 0 Evasion and end with 40. Neutons in large. However, I wanted to. . #7. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Stellaris Mods Used: Extra Ship Components 3. With 3. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Kinetic weapon repeatable tech ---> Physics area. JVendin • 6 yr. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 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. Because i tink that the kinetic wepons right now give an advantage in combat. It usually isn't ignored by weapons. 7k and the Kinetic Battleships had a fleet power of 88. 401K subscribers in the Stellaris community. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Shields- 1. 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. I haven't played in almost a year. And at least it sounds plausible. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. +4Energy, -0. PD starts with 10 Tracking and ends with 30. One with a snare aura, level 1 guns and armor (cheap, expendable). Our Result. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. 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. The giga has 50% armor pen, and an extra 33% shield damage. In the original release version of the game I reliably went with energy weapons and was happy with the results. ; About Stellaris Wiki; Mobile viewI haven't played in almost a year. In my 22 hours I've only. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. 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. an explosive vs. 6 combat rebalance update. But it also penetrates armor by 50%. Legacy Wikis. 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. Another key point to note: Energy torpedoes CANNOT be shot down by PD. 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. 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. 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. Edit: Regarding armor late game, mind you there's a cap just like with evasion, for armor it's 90% as far as I believe. Certain buildings and other sources. But that is only even taking into account the enemy damage types. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. AI because they never spec Point Defense. I separated them in pairs. Then w1 does 3. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. Graey • 7 yr. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. gamefaqs_astrophys. However, it looks like that at some point between then and now weapons were changed considerably. Threw a titan in because why not. 28s. 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. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. I haven't played in almost a year. I've read that missiles are the 'OP' way to go from the start vs. Titans. In the original release version of the game I reliably went with energy weapons and was happy with the results. 99. However, it looks like that at some point between then and now weapons were changed considerably. I haven't played in almost a year. Description. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. 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. 68,5 average) so enemies have a higher chance to disengange. Edit: apparently not I don't think it's a great advantage, but I guess if you want to sacrifice a bit of destructive power for more defensibility, it's goodI haven't played in almost a year. Stellaris Wiki Active Wikis. 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. 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. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. AI because they never spec Point Defense. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. In my 22 hours I've only. But how about the. Kinetic energy is the energy an object has because of its motion. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Stellaris. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Stellaris Real-time strategy Strategy video game Gaming. In my 22 hours I've only. AI because they never spec Point Defense. Prioritize/limit jobs. The focused arc emitter does 11. 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. What the arc emitters don't destroy in the first volley the strike. You need Flak and Kinetic Artillery and they sit along the kinetic tree. But how about the. When you hover over PD weapons, under "Type" they say "Point Defense, Kinetic". Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. This page was last edited on 14 October 2017, at 10:53. 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. AI because they never spec Point Defense. I've read that missiles are the 'OP' way to go from the start vs. Here are our Stellaris tips to help you out. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. 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. 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. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Stellaris Ship Design Guide 2023 [3. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Armor- 12. The main attribute is fleet DPS vs station shield regen rate. I've read that missiles are the 'OP' way to go from the start vs. 6. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. Energy Siphons are potent early game weapons. 2k. Earthbound (+15% Energy, +20% Army Damage) Thrifty (+15% Energy)My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. In the original release version of the game I reliably went with energy weapons and was happy with the results. Go to Stellaris r/Stellaris. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. If you're fighting other empires, I go with a mix of artillery battleships (pick your poison, energy or kinetic) and carrier battleships (because high evasion corvettes suck). Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. Once you get like 4 of each in a fleet, barely anything beats it. Click to expand. But how about the. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. I haven't played in almost a year. It is easier for weapons to ignore, but also easier to bulk up. Relation to environment. It's even worse if multiple missiles are aiming for the same target. I personally, have always liked shields. In the original release version of the game I reliably went with energy weapons and was happy with the results. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. It's my default loadout for them, since in the early game it boosts fleet power enough that you can take on destroyers with a good sized swarm, and in the mid-game it's a useful loadout to deal with possible Grey Tempest. I haven't played in almost a year. Advanced kinetic weapons require Volatile Motes to build. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Generally speaking you also want to choose either kinetic, missile or. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. 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. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. 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. Large carrier cruiser. 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. 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. 27. 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. 75CG. 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. However, it looks like that at some point between then and now weapons were changed considerably. In my 22 hours I've only. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . But how about the. Costs 600 Engineering, Requires Nanocomposite. The. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Finally kinetic stacking will work in enough numbers to strip those big shield numbers, but this will take time that their fleets are pounding yours. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. 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. Basically there's 2 options - trade and generators. But how about the. 13. Here are our Stellaris tips to help you out. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. AI because they never spec Point Defense. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. 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. While velocity can have a positive or negative value, velocity squared is always positive. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. One for armor, and one for shields (2 pairs). You starting weapons should make up the backbone of your fleet throughout the entire game. overall, the energy torpedoes are the better weapon in my opinion. It doesn't make sense to me. Armor- 12. In my 22 hours I've only. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Ditch the Tachyon lance unless you're going up against Prethoryn. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. half kinetic half energy until I see enemies I can exploit like prethoryn. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Later on, fancy long range weapons start to appear and by the advent of kinetic batteries and heavy launchers there is little to no reason to use the L sized. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. 25. AI because they never spec Point Defense. . PD is slightly harder hitting, Flak can reach a higher Tracking. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. A. I've developed a system of ship designators to assist in fleet design and upgrade. They are meant to inflict heavy damage against enemy shields. TTundri • 6 mo. 1 giga cannon, 2 artillery, the rest some kind of laser. . I separated them in pairs. 5 × m × v². The only exception is when you’re countering something specific. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. Thoughts on 3. . Carrier battleship. Small plasma cannon- 6. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 412K subscribers in the Stellaris community. they have a higher bonus vs. I currently struggle to balance damage types, fleet speed and fleet ranges. In Stellaris, Kinetic weapons are made to take out enemy shields. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I tend to favor Physics when I build sci labs, however. ago. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. The Low roll damage for a Lance is an Average roll for. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. 5 for the armor, so 1. Showing 1 - 10 of 10 comments. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). The only exception is when you’re countering something specific. 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 use 1 titan (each titan has a different aura) and the rest battleships. 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. Right out the gate mass drivers are better then red lasers. Incorporating secondary weapons such as lasers or autocannons can. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. In the original release version of the game I reliably went with energy weapons and was happy with the results. I haven't played in almost a year. And if they have, armor is better than hull against kinetic batteries. Title Card Overlay by Wi. 2 days faster than the Arc. I've read that missiles are the 'OP' way to go from the start vs. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Content is available under Attribution-ShareAlike 3. This is something I've been observing more and more as I play. Fleet Power: The Neutron Battleships had a fleet power of 86. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. Large carrier cruiser. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered.