Stellaris kinetic vs energy. In the original release version of the game I reliably went with energy weapons and was happy with the results. Stellaris kinetic vs energy

 
 In the original release version of the game I reliably went with energy weapons and was happy with the resultsStellaris kinetic vs energy  In the original release version of the game I reliably went with energy weapons and was happy with the results

Energy Weapons (Lasers, Neutron Launchers etc. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Use arc emitters and kinetic battery. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. The most straightforward is the energy/kinetic mix, which either uses Giga Cannon + 4 Neutron Launchers or Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers. 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. Small plasma cannon- 6. In my 22 hours I've only. First thing to mention IMO is that the breakeven point for conventional vs bypass, if you assume even energy/kinetic repeatables (though not actually the case in practice as we both know since engineering always lags behind), is actually (mostly) about the target’s defensive repeatables, not your own weapons repeatables. In my 22 hours I've only. With the recent update to 1. There were no shields to worry about so pure energy vaporized them. Armor- 12. 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. Shields are secondary. The main attribute is fleet DPS vs station shield regen rate. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. 13. I used arc emitters, energy and plasma weapons with enough fighter and flak support to counter their fighter/bombers. I once started an. Maybe something like 1/50000 chance. Optimised ships are able to strip shields and can boil hull and armour so using lasers and kinetics is very viable. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. 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. Kinetic is Energy (for RTS) Subscribe. It is easier for weapons to ignore, but also easier to bulk up. 99. that is a 325% difference in base DPS before adjusting for modifiers. 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. But how about the. 6. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. But how about the. Shield Enhence repeatable tech ---> Engineering area. Ironically, there is an advanced armor option known as Dragonscale Armor. Each pair was moved to Star System with no populated planets, spaceports, miningscienceattleenergy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). ) are good against armor but bad against shields. Koweezo. 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. Advanced kinetic weapons require Volatile Motes to build. 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. 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). 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. I haven't played in almost a year. There's a Policy that will let you decide what Trade Value turns into each month. I've read that missiles are the 'OP' way to go from the start vs. 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. Secondly, Starbases are way more cost effective than fleets in the early game. Part of the chemical energy is converted to the kinetic energy of the car, while part is converted to thermal energy as heat emitted from the. Colossus Project ascension perk. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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). even on the autocannon's worst target it has 40% the effectiveness of plasma. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. I haven't played in almost a year. Because i tink that the kinetic wepons right now give an advantage in combat. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Conversely, they aren’t very good against enemy armor. 3 Stellaris Tech Id List – C to E. . 6+) For those unaware, the "~" command will bring up the console. Not only would that've made sense with regard to the P. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. have rather significant amounts of PD, making missile based weaponry significantly less effective. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. 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. There are 5 designs that are "optimal". Kinetic Weapons. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. . In my 22 hours I've only. One for armor, and one for shields (2 pairs). I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. E. In the original release version of the game I reliably went with energy weapons and was happy with the results. The giga has 50% armor pen, and an extra 33% shield damage. . I haven't played in almost a year. Particle lances on the other hand can synergize very well with kinetic weapons. 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. Missiles have few strengths and many weaknesses. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In Stellaris, Kinetic weapons are made to take out enemy shields. For the record, in stellaris 2. There are 5 designs that are "optimal". For example the ancient laster (Cavitation Collapser), resembles normal lasers. Once you get like 4 of each in a fleet, barely anything beats it. In my 22 hours I've only. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. 1 giga cannon, 2 artillery, the rest some kind of laser. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. There are currently a few different research projects going on right now which are aimed at creating a barrier of dense energy between an armoured vehicle and a projectile. 5 dps against shields and then 2 dps against armor. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Gotcha, that makes sense. Armor is good against Kinetic weapons. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. 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. I haven't played in almost a year. I've read that missiles are the 'OP' way to go from the start vs. In the original release version of the game I reliably went with energy weapons and was happy with the results. Every fleet I make I try to balance both weapon types, like energy and kinetic, as well as distance profiles. Physics research area comprises the fields: Computing, Field Manipulation and Particles. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. 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). Missiles start with 0 Evasion and end with 40. However at the start the difference is miniscule. Both have the same Accuracy. I'd like to try and learn how to optimize each ship manually. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Another key point to note: Energy torpedoes CANNOT be shot down by PD. However, it looks like that at some point between then and now weapons were changed considerably. The tachyon has 90% armor pen, and -33% shield damage. AI because they never spec Point Defense. This is what I have taken away from the information. Zorlond Sep 20, 2020 @ 2:28pm. Certain buildings and other sources. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. 6 combat rebalance update. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 27. 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. View this video if you want to learn which weapons are best to use in the. You want to be adjusting your Kinetic vs Energy weapon setup for your opponents setup wherever possible. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). Large carrier cruiser. Darsol • 7 yr. I've read that missiles are the 'OP' way to go from the start vs. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. The guns strip the shields, the lance cooks the rest. However, it looks like that at some point between then and now weapons were changed considerably. View this video if you want to lea. Phifty56 • 6 yr. Having a high tier starbase, as best, will stop them from pushing into that system. . 1 Comments. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Small stormfire autocannon- 19. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Kinetics. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. ago • Edited 4 yr. Against d1 it will take about 0. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 54, 29. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. . 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. In my 22 hours I've only. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. In the original release version of the game I reliably went with energy weapons and was happy with the results. However, it looks like that at some point between then and now weapons were changed considerably. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. 24 , 24. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Like now missiles really suck so barely anybody uses them. It is probably better to replace the spinal bow with a hangar bow. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. Its DPS is 4. I use 1 titan (each titan has a different aura) and the rest battleships. I've read that missiles are the 'OP' way to go from the start vs. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. But torpedos and kinetics is the real answer. 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. ago • Edited 4 yr. In addition, when the Galactic. In the original release version of the game I reliably went with energy weapons and was happy with the results. Stellaris. 2 days faster than the Arc. 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. 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. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. Autocannon vs Railgun is more up for debate for S and M. If you don't have those, go for max armor and crystal forged hull. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. If the enemy has a lot of shields, go for kinetic. 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. 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). Which is the better weapon to place in our large slots? Should we use neutron launchers? how about cloud lightning? Is the secret really to use kinetic artil. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. ) - 155mm Shock Cannon -. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. But, past year 100 or so, you want to switch to energy weapons. Also, they have the shortest range weapons out of all the crises. Because i tink that the kinetic wepons right now give an advantage in combat. 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. Received widsom is yes, you should take Mass Drivers or Lasers. Distruptors are good brawling weapons for close range front line ships. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Generally speaking you also want to choose either kinetic, missile or. Energy weapons also have a "special" kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low. However, it looks like that at some point between then and now weapons were changed considerably. Energy Siphons are potent early game weapons. 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. Flak does less damage per shot, in contrast, but is. Large broadside battleship. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. g. 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. 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. Starfighters! [3. The only exception is when you’re countering something specific. 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. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. AI because they never spec Point Defense. Kinetic energy is not a vector. Content is available under Attribution-ShareAlike 3. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. It's even worse if multiple missiles are aiming for the same target. 99 DPS. In Stellaris, one can benefit from this for quicker achievement of the following:. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. Most people would recommend piling up the free. Two autocannons and one plasma. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Kinetic pair and Energy pair (G vs A; P vs L). As it stands now, kinetic vs energy is a joke. 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. 68,5 average) so enemies have a higher chance to disengange. 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. 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. 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. 1 torp, 1 disruptor corvette. Stellaris Ship Design Guide 2023 [3. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. Disruptors I mostly don't use unless. Shields- 1. 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. In my 22 hours I've only. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. ago. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. 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. In my 22 hours I've only. I haven't played in almost a year. . Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). I haven't played in almost a year. In the original release version of the game I reliably went with energy weapons and was happy with the results. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. 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. Almost everything you build on a planet has an upkeep cost, and it's usually energy. 2k. Definitely. 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. an explosive vs. This page was last edited on 14 October 2017, at 10:53. In my 22 hours I've only. where: m — Mass;. However, it looks like that at some point between then and now weapons were changed considerably. 2. I've read that missiles are the 'OP' way to go from the start vs. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. ago. You starting weapons should make up the backbone of your fleet throughout the entire game. 2. /rival bonus. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). In the original release version of the game I reliably went with energy weapons and was happy with the results. In the original release version of the game I reliably went with energy weapons and was happy with the results. 1 giga cannon, 2 artillery, the rest some kind of laser. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. name, but it could've also subsumed or replaced the rather arbitrary +. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 6. 0 unless otherwise noted. AI because they never spec Point Defense. BusterHighmann. Appreciate the heads up because I'm currently sitting at. Torpedo corvettes were meta some time ago, but were nerfed. Energy weapons are good against armor but weak against shields. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. What kind of weapons should space-bearing vessels use in Stellaris? A lot of games follow the trichotomy of mass drivers, missiles, and beam weapons. In my 22 hours I've only. The sinews of war are infinire money. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. The. Particle lances on the other hand can synergize very well with kinetic weapons. For standard battles, it’s tough to beat the reliability and versatility of the simple plasma accelerator, complete with high damage and low energy cost. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Subscribe to download. When do you use what weapon? For. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. . They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. 6 Technology List – Q to S. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Mechanically, each type of spaceborne alien is considered a special type of empire,. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. 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. Kinetic Weapons are the exact opposite of Energy Weapons. Stellaris Real-time strategy Strategy video game Gaming. 7k and the Kinetic Battleships had a fleet power of 88. 7 Technology List – T to Z. Shields are good against Energy weapons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Ships: Shields vs Armor. You starting weapons should make up the backbone of your fleet throughout the entire game. AI because they never spec Point Defense. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Spaceborne aliens are likely be the first encounter for newly spacefaring species. 13. yea i mean the fallen empires rely heavily on them. . I like energy weapons because of the lightshow. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. It doesn't make sense to me. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. Still need a minimum amount of Energy regardless, for the Hull damage. Energy is good at baseline, and gets better automatically through tech progress. Signature Weapons [3. The only time I took on a xenophobe awakened (before utopia) was with a combined fleet including: my fleet, the federation fleet,my allies and my vassals which amounted to roughly 620k against their 780k fleet. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. Hi all, I've just started my 3rd full play-through and I'm role playing a custom created Dwarven race (in fantasy game I really love them, so I thought I give them a try in Stellaris as well). Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. Go to Stellaris r/Stellaris. Unlocking each requires you to have the proper level of strike craft technology and a matching. For the record, in stellaris 2. Use arc emitters and kinetic battery. I've read that missiles are the 'OP' way to go from the start vs. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 1. If the enemy has a lot of shields, go for kinetic. Armor- 12. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Generally speaking you also want to choose either kinetic, missile or. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. In the original release version of the game I reliably went with energy weapons and was happy with the results. Accuracy is the standard/max to-hit of a weapon. I haven't played in almost a year. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Right out the gate mass drivers are better then red lasers. 24 , 24. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. I've read that missiles are the 'OP' way to go from the start vs. So - kinetic for MP,. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. Plasma Auto. However, it looks like that at some point between then and now weapons were changed considerably. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Against d2 it will take about 0. Flak on the other hand starts at 50 Tracking and ends at 70. As the title says. 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.