stellaris kinetic vs energy. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. stellaris kinetic vs energy

 
 Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for thatstellaris kinetic vs energy 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

Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. Only use armor on ships if you have a spare place due to energy reasons (talking early game). 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. 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. As it stands now, kinetic vs energy is a joke. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Makes them able to get through both armour and shields. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. Out of all the Stellaris ships they are the ones that excel the most at point defense and their best use is protecting Battleships. Very happy to announce my mod has gone public and is available on Steam here. Secondly, Starbases are way more cost effective than fleets in the early game. . This isn't the first time it this has happened. EDIT: I took a look at the late game tech, and it turns out that Physics has only 3 useless repeatable technologies (Build Cost, Build Speed, Sensor Range) where Engineering has 6 (Strike Craft Damage/Fire Rate, Missile Damage/Fire Rate, Station Health/Damage)[8 if you use energy instead of kinetic weapons]. You starting weapons should make up the backbone of your fleet throughout the entire game. Adding some type of weapon that allows them to bombard a foe along the side of the. In my 22 hours I've only. (This doesn't matter as much as it used to - about -4% hits against 30% evasion, now - so enjoy the extra damage and extra shield damage if. ago. Having fleet will stop them from declaring war at all. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. In the first 100 years or so, missiles out-perform every other weapon system. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Costs 480 Engineering, Requires Mineral Processing. Once you get like 4 of each in a fleet, barely anything beats it. Large carrier cruiser. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. In my 22 hours I've only. Energy weapons are good against armor but weak against shields. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Appreciate the heads up because I'm currently sitting at. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. In addition, when the Galactic. . Zorlond Sep 20, 2020 @ 2:28pm. Kinetic Artillery is the best Large kinetic weapon period. Advanced kinetic weapons require Volatile Motes to build. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. 1. 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. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. I haven't played in almost a year. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Incorporating secondary weapons such as lasers or autocannons can. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. #7. 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. Still need a minimum amount of Energy regardless, for the Hull damage. 13. Huh, TIL. Say I want to have a titan assigned to every fleet. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…I haven't played in almost a year. I separated them in pairs. In my 22 hours I've only. Use arc emitters and kinetic battery. There are multiple types of kinetic weapons. The guns strip the shields, the lance cooks the rest. While Kinetic is better overall for taking down shields, we now have Null Void beams. 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. g. Small stormfire autocannon- 19. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. I've read that missiles are the 'OP' way to go from the start vs. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). There's a Policy that will let you decide what Trade Value turns into each month. However, it looks like that at some point between then and now weapons were changed considerably. Relation to environment. Best. A lot of armor, go energy. Stellaris' combat system is garbage. Also, get lots of shields since the Contingency's weapons suck vs shields. Also, get lots of shields since the Contingency's weapons suck vs shields. The giga has 50% armor pen, and an extra 33% shield damage. 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. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. 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. this version is for reworked tactical system. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. This page was last edited on 14 October 2017, at 10:53. In my 22 hours I've only. Generally speaking you also want to choose either kinetic, missile or. Kinetic Weapons are the exact opposite of Energy Weapons. Use arc emitters and kinetic battery. 4 Stellaris Tech Id List – F to I. I've read that missiles are the 'OP' way to go from the start vs. In my 22 hours I've only. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Giga cannon has substantially higher base damage per hit, which, despite the fact that tachyon lance has a little more bonus vs hull, still allows for good chance at doing killing shots. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. But how about the. Showing 1 - 10 of 10 comments. In my 22 hours I've only. 13. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. AI because they never spec Point Defense. In my 22 hours I've only. Kinetic Battleship Analysis: N/A. 54, 29. Received widsom is yes, you should take Mass Drivers or Lasers. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. 6+) For those unaware, the "~" command will bring up the console. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. • 4 yr. In Stellaris, Kinetic weapons are made to take out enemy shields. AI because they never spec Point Defense. Here are our Stellaris tips to help you out. However at the start the difference is miniscule. I've read that missiles are the 'OP' way to go from the start vs. Ships: Shields vs Armor. 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. However, it looks like that at some point between then and now weapons were changed considerably. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Energy Siphons appear to be better than Kinetics for ripping down enemy shields until you get the Level 3 Mass Drivers, and this is actually a rather potent combination with Lasers, because Lasers deal. 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 haven't played in almost a year. 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. I love 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. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. Almost everything you build on a planet has an upkeep cost, and it's usually energy. 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). Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. . . I've read that missiles are the 'OP' way to go from the start vs. Small plasma cannon- 6. Ironically, there is an advanced armor option known as Dragonscale Armor. Accuracy is the standard/max to-hit of a weapon. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. This is something I've been observing more and more as I play. In the original release version of the game I reliably went with energy weapons and was happy with the results. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. ) are good against armor but bad against shields. Also, they have the shortest range weapons out of all the crises. However, I wanted to. In my 22 hours I've only. Flak on the other hand starts at 50 Tracking and ends at 70. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. 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. So the net profit is very tiny once you factor in upkeep. Add a pinch of Titan to taste. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Giga cannon has only 25% penalty vs armor, while tachyon lance has 50% penalty vs shield. I use plasma on my corvette swarms. AI because they never spec Point Defense. However, it looks like that at some point between then and now weapons were changed considerably. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. I've been playing around with trade value and ecumenopolis a bit and I realize that producing energy via trade is much more convenient than doing it throught normal means: a generator district produces 8 base energy and employs 2 pops, while a basic commercial zone produces 10 trade value, 10 amenities and employs 5 people. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. 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. 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. The sinews of war are infinire money. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. However, it looks like that at some point between then and now weapons were changed considerably. Autobest will often spam things like disrupters which suck, and you won't be focusing your tech on just two or three damages, which will help you tech up faster. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. It is easier for weapons to ignore, but also easier to bulk up. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. 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. It is much easier to get the best kinetic than energy. If the enemy uses missiles, just smack PD on your ships to counter. 4 trade value, 0. 5 Stellaris Tech Id List – J to P. Kinetic energy is not a vector. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. that is a 325% difference in base DPS before adjusting for modifiers. Legacy Wikis. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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. Missiles have few strengths and many weaknesses. Engineering has many strategic resources. 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. 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). Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Armor- 12. 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. Penetration doesn't "cover all bases" in a multiplayer context - penetrating weapons are countered by hardening components, which can be added to most builds at little opportunity cost. The big advantage of void beam is the energy repeatable buff it as well as the plasma. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. First Choice. . I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Reply. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. However, it looks like that at some point between then and now weapons were changed considerably. Depending on playstyle and skill, anywhere from 3 to 6 of the society techs could be considered nearly useless. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. 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). Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. 54, 29. 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. 1 torp, 1 disruptor corvette. When these ships are not packing armor, or shields, and destroyers have 1600 hp, cruisers 2. E. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Conversely, they aren’t very good against enemy armor. Destroyers are ideal for a few decades before battleships become common, but. I like to use Kinetic for the initial long range engagement. I've read that missiles are the 'OP' way to go from the start vs. 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. 99. 24 , 24. I've read that missiles are the 'OP' way to go from the start vs. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Right out the gate mass drivers are better then red lasers. In the original release version of the game I reliably went with energy weapons and was happy with the results. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Stellaris Wiki Active Wikis. Conversely, they aren’t very good against enemy armor. However, it looks like that at some point between then and now weapons were changed considerably. Our Result. I've read that missiles are the 'OP' way to go from the start vs. The question is what I want to do in my next game. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. Subscribe to download. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Shields are good against Energy weapons. For corvettes, do it at a 1:1 ratio. View this video if you want to learn which weapons are best to use in the. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. The sinews of war are infinire money. Having a high tier starbase, as best, will stop them from pushing into that system. JVendin • 6 yr. I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. Kinetic Batteries: best large kinetic weapon, like the kinetic version of Launchers Specialized Explosives: Torpedo, Swarm Torpedoes: slower, tankier, less accurate and shorter range compared to missiles but have a much higher damage output and does bonus damage against armour instead of hull; for use against heavier shipsAll resources can be stockpiled. If we want to accelerate an object, then we must apply a force. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Signature Weapons [3. hull and a bonus vs. 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. However, it looks like that at some point between then and now weapons were changed considerably. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. 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). Spaceborne aliens are likely be the first encounter for newly spacefaring species. I've read that missiles are the 'OP' way to go from the start vs. I personally, have always liked shields. Giga cannon is more or less good vs everything. 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. However, it looks like that at some point between then and now weapons were changed considerably. However, I wanted to. Destroyers- if you use them, should be built for alpha and to die. It's totally backwards to me. If you don't have those, go for max armor and crystal forged hull. 5. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Oct 15, 2017 @ 2:14am AC vs MD nothing changed, really: ACs are better early game, when ships are small, shields are not as. Kinetic weapons (Gauss Cannons) are good against. Armor- 12. 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. If you don't have those, go for max armor and crystal forged hull. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. 5 inf. an explosive vs. Stellaris Wiki Active Wikis. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. R5 : I got the "ultimate weapon" special project from an anomaly very early with the best possible. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Ceramo Metal Materials. ago • Edited 4 yr. I haven't played in almost a year. Darsol • 7 yr. 412K subscribers in the Stellaris community. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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. But trade has more options to expand in the late. One for armor, and one for shields (2 pairs). 5K subscribers Join Subscribe 2. I know they are several older threads about this topic, but I don't want to be a necrophile. And at least it sounds plausible. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. 1 torp, 1 disruptor corvette. TTundri • 6 mo. In my 22 hours I've only. 16 DPS. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. I've read that missiles are the 'OP' way to go from the start vs. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In my 22 hours I've only. 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. This is what I have taken away from the information. In my 22 hours I've only. 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. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. Hull- 9. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. ago. Kuzu90. Missiles seem to be a great station defense module and are great against swarms of corvettes if you're low on numbers. Particle lances on the other hand can synergize very well with kinetic weapons. Legacy Wikis. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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). • 1 yr. However, it looks like that at some point between then and now weapons were changed considerably. also, Armor is cool. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Legacy Wikis. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The energy of a body or a system with respect to the motion of the body or of the particles in the system. 6. 2. In my 22 hours I've only. In Stellaris, Kinetic weapons are made to take out enemy shields. 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. 5 for the armor, so 1. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. AI because they never spec Point Defense. they have a higher bonus vs. Missiles have few strengths and many weaknesses. overall, the energy torpedoes are the better weapon in my opinion. I currently struggle to balance damage types, fleet speed and fleet ranges. 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. 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. Energy Siphons are potent early game weapons. ) are good against armor but bad against shields. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. 99. And if they have, armor is better than hull against kinetic batteries. Neutons in large. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Caravaneers. The main attribute is fleet DPS vs station shield regen rate. In my 22 hours I've only. Like now missiles really suck so barely anybody uses them.