I find it better to dogpile their fleets one at a time. Particular_Jicama_97. Don’t engage multiple fleets headon. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). To maximize your chances, we recommend packing in afterburners, auxiliary fire, a line computer, and max systems. Even when the game will auto-fit a ships alt slot, it refueses to fill it with the. Contents. Before you play the Stellaris game, you will definitely want to know these. Works to some degree. Is Regenerative Hull Tissue worth it in Stellaris? Are there other options that are better? Should we only use starbases for fleet repair?Lets dive in and fi. is it ideal, who knows, is it perfect, i doubt it but it works for me. - Defender of the Galaxy ascension. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. Stellaris cheats and commands. 1 Libra. PD/whirlwind corvettes should be given disrupters ideally. Unlike regular. • 10 mo. Cheats. I found that just having a straight battleship mix of 3 battleships would be the most cost-effective, once I was able to hijack my AI Federation fleet I was able to. Stellaris > General Discussions > Topic Details. Krakonkillr • 3 yr. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Are there better ship designs for specific situations?If I put afterburners on my carriers, will they be better able to stay at range, or. 16 DPS, and Gauss Cannon at 6. Stellaris is a colonization game, 0 micro manage or even anything in battle strategies. Add afterburners when available. Yeah, I've got a pretty serious bias towards Afterburners. Its short range is a problem since it doesn't have the evasion of Corvettes, but it makes up for that with incredible firepower. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. 337. The torp cruiser will also have disruptors if I have them. range and torpedoes (G) 5 cruises. ago. Torpedo corvettes for example can get good use out of the speed to have a better chance to get in range before being shot down. The XLLLL Battleship will offer superior DPS but 2x Afterburners is a tough sell in this movement-oriented game. ?! Přihlášení Obchod Domovská stránka Fronta doporučení Seznam přání Věrnostní obchod Novinky StatistikyIf I put afterburners on my carriers, will they be better able to stay at range, or. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Autocannons are close range shield shredders. What does not influence fleet power: shield regen (capacitors) ; combat speed (afterburners) ; hull regen (regenerative hull tissue) ; accuracy from combat computer or enigmatic decoder (even extremely large amount of it when I fiddled with game files) ; tracking from combat computer, decoder or sensors , same as above ; armor. Computer should be swarm then picket once you can get 90%. 袭击舰队战力与游戏时间和玩家舰队实力有关,至少为2. The XLLLL Battleship will offer superior DPS but 2x Afterburners is a tough sell in this movement-oriented game. I use level 2 afterburners and the Contingency are getting a 50% hit rate at best. Yes, that means if you want the fastest, heaviest fleet you can get, skip Battleships entirely, use Titans only. Suppordle • Inwards Perfection • 6 yr. 对该项目的细节说明请添加至相关页面. Also, those are the in combat values. Extra Ship Components Next, only afterburners added to the ships. Add afterburners when available. The last section put normal Small missiles so there are 3 aux slots. 25) Has Discovery Traditions Tradition (×0. Yeah, cruisers can have more torpedos, but they're much slower and less maneuverable than frigates. Usually it would be 70% or 90%. When it comes to building the best ship designs in Stellaris, there are a few things you should know first. After that the side systems aren't really a threat and the factory system is impossible for the AI to. if the enemy is strong just check their composition and counter. It is my go-to fleet comp late game. Basically, this type of ship is optimized to get in close to enemy forces and let you unleash a swarm of smaller attack craft. Theonar Jul 20 @ 3:26pm Hey, great guide! I created designs based off of your guide for all. Content is available under Attribution-ShareAlike 3. No no no, just toss a couple afterburner corvettes into your fleets. Advanced Afterburners: tech_afterburners_2. artillery fleet. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. So if you have 100 command limit in a fleet it should be 50 frigate bombers, 20 destroyer brawlers, and 5 screen destroyers. Offworld Construction: tech_space_construction. A titan with three Advanced Afterburners goes at 220+-3 Speed. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. 你可以帮助群星中文维基来 编辑它 。. Afterburners on Corvettes, although if I can reach maximum evasion by other means then I might go with something else. To increase the speed of a bs fleet, you can add a couple of corvettes in. ?! Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини СтатистикиIf I put afterburners on my carriers, will they be better able to stay at range, or. But the sunlight speed increase is quite significant being 20%. Defenses [edit source]. Crusader Kings 2 Arsenal of Democracy Europa Universalis 2 Europa Universalis 3 Europa Universalis: Rome Hearts of Iron 2 Hearts of Iron 3 Steel. DM Corvettes are 360 base speed, DM BS are 225. Battleships do poorly against it, you want ships with high. r/Stellaris. Small, Medium, and large utility components increase the durability of a ship by providing extra hit points. Furthermore, towards the end of the game evasion, you can increase the rating to 90% using an admiral with the psychic trait or enigmatic encoder. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!The contingency exclusively use large and medium guns, so corvette swarms are very effective because of their high evasion. ?! Увійти Крамниця Домівка Черга знахідок Бажане Крамниця жетонів Новини СтатистикаI. IIRC base stats are 100k each of shields, armor, & hull, -75% damage to shields, and system-wide range. X or T slot weapons with a few range modifiers will probably be one shotting. Stellaris is currently available on. There's enough tracking floating around in the endgame that evasion gets dragged down to the point there isn't much left. 6. Afterburners for extra evasion and speed make you more difficult to kill. This ship has another name, the Carrier battleship, which refers to the tactical potential of your hangar. Go to Stellaris r/Stellaris. Still need to get Coilguns, Armor and advanced ship computers. If I put afterburners on my carriers, will they be better able to stay at range, or. Or at lest something similiar. Active Wikis. Stellaris > General Discussions > Topic Details. Advanced/Afterburners +20% Speed +10% Evasion/+10% Speed +5% Evasion is useful for giving your ships that extra boost in Evasion or boosting their overall speed for faster close range combat or as aid to a fleet that requires to travel faster within the system. you know chemical thrusters, impulse thrusters, etc. Stellaris, the Sci-Fi 4X space strategy game on your mobile! The universe has barely survived an inter-dimensional invasion that devastated vast swaths of the galaxy. 4 (maybe I'm just bad at searching stuff!). Despite being Psychic, having gale-speed, and afterburners on my corvettes they do die pretty fast to the main hubs with their 500k defense fleets. A pulsar (shield nullification) and neutron star (-50% speed) binary system in an ionized nebula system (no shields, -50% speed, +30 evasion). 0 unless otherwise noted. ago. If I put afterburners on my carriers, will they be better able to stay at range, or. UristImiknorris • 1 yr. However, if someone has a balanced fleet, then their fleet power is also close to the real. Legacy Wikis. And the guns are the right size to deal with smaller ships like corvettes and frigates. Battles between fleets of roughly the same size and tech come down to a rock paper shotgun effect. Advanced Afterburners has even more value now in helping artillery ships 'out run' their chasers, which can completely change how combat dynamics work, etc. ). Getting traditions. Its short range is a problem since it doesn't have the evasion of Corvettes, but it makes up for that with incredible firepower. Aux: 3x Afterburners The artillery computer makes the ships constantly maintain long distance, so the missiles and strike craft can kill smaller ships before even getting in range. Stellaris Technology IDs. And I found this: My carrier battleships are charging forward, with an unreasonable speed. A battleship with two Advanced AFterburners goes at 200/201/202 (depending on excess power) Speed. Updated to 3. Example: Base corvettes have an evasion of 60%. Only kill 3-4 fleets in a row, then head for repairs. Another good strategy is to use cloaking to engage at point blank range. Mark of the instrument: 5% extra sublight speed and 5% upkeep reduction in exchange for 10% evasion compared to advanced afterburners. On a ship that's charging into close quarters with 3 Afterburners anyways that's not really a downside. and many corvettes (to fill in). Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. 9 but forgot to remove the %. 32, 5. • 4 mo. plasma meanwhile has 5% of the effectiveness of. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. Interceptor - The rest of your corvettes should be made of interceptors as they are the most efficient in terms of sheer basic firepower. You probably have tier 1 impulse drives, which are used for in-system travel. You will take heavy losses. There's a reason I usually don't research afterburners or reactor boosters until 2275 or later, if nothing in the draw is useful you research the cheapest tech there to get a new draw. Fleets move at the speed of the fastest unit,. Content is available under Attribution-ShareAlike 3. Missiles: long range and high damage, but can be intercepted by point defenses. Stellaris > General Discussions > Topic Details. Originally posted by Tecuani: According to tooltips, the afterburner increases "Combat Speed", while the out-of-combat speed as you would use to lure enemies and run is normally called "Sublight Speed". You can see the effect directly if you put two afterburners in and watch the numbers. • 1 yr. 25 } Ironsight April 24, 2021, 12:42pm 5633. They mainly are tehchnologies for armies and auxiliary ship components (afterburners, shield boosters etc. Afterburners let your ships get into range faster. Flexibility. Adjust as necessary, adding more screen if you’re taking a lot of damage from missiles or strike craft and more. Only exception when you MAY use regen (or afterburners on larger maps) instead of aux comps - when you're loaded with 100% accuracy weapon (like torp vettes + disruptors for example) and don't have enigmatic tech yet. < 科技 | SerGawen 于1年前 修改了 此页面。. Now ships in combat just charge towards enemy, so the only little use of afterburner is to cut the distance faster if you have short range weapons, while. In my case, I don't use it at all. They stack, but xhadu27 telling the truth – they suck. artillery fleet. This is a small combat tweak that hopefully will make afterburners more worthwhile by giving them an evasion multiplier. take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. 8. Titans are absolutely worth building, the fleet wide bonuses and the titan-specific weapon is really good. If the enemy is faster, then they cannot. 99 DPS. Stellaris All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Stellaris > General Discussions > Topic Details Captain Keen. 2 = 75. notagoodpainter. Swarmer missiles are very good at overwhelming enemy point defense and act as a diversion to your tops or missiles, not good on there own thou. ?! Zaloguj się Sklep Strona główna Kolejka odkryć Lista życzeń Sklep punktów Aktualności StatystykiIf I put afterburners on my carriers, will they be better able to stay at range, or. Originally posted by Paragon: The main way is definately technologies; upgraded warp drives, faster engines, afterburners, etc. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. #2. Some larger entities with mixed range weapons won't even try to move closer, so you always got the full advantage against everything. This guide was made for basic Stellaris Version Adams 1. The fleet comp is: 50% torpedo frigates (with afterburners) 40% brawler destroyers. 6 beta. ?! Conectare Magazin Pagina principală Lista de descoperiri Listă de dorințe Magazinul cu puncte Știri StatisticiIs it worth puttting two afterburner upgrades on a ship?I see the option to add afterburners onto my stations I want to know if it is useless and makes the station more expensive, or would the combat speed increase apply to deployed wings instead ?Is it worth puttting two afterburner upgrades on a ship?Is it worth puttting two afterburner upgrades on a ship?If I put afterburners on my carriers, will they be better able to stay at range, or. ?! Giriş Yap Mağaza Ana Sayfa Keşif Kuyruğu İstek Listesi Puan Dükkânı Haberler İstatistiklerStellaris. 7K with dark matter thrusters and afterburners. 0. #6. Maybe +5 tracking for kinetic artillery, or afterburners. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. As a summary of what he said, afterburners are useless. The ability to get an alpha strike against the enemy trumps most conventional naval strategies in Stellaris. Early game the AI uses auto-best designs for its ships. You could go Plasma/laser only or pur kinetic, both can be usefull while Energyweapons you will have less range and with pure Kinetic less. Stellaris. Jun 1, 2020 169 78. Stellaris Overlord review, is it worth it? Should you buy it? In this video I will attempt to answer that question. Feedback. Defenses [edit source]. With 3x Afterburners available, this is the fastest possible Battleship. Most weapons have base accuracies that are less than 100, so most will benefit (missiles, disruptors and arc emitters are the exceptions) and get a DPS increase just from the presence of the auxiliary fire control. If I put afterburners on my carriers, will they be better able to stay at range, or. i think you're mixing up Afterburners with Thrusters. It can take corvettes, frigates, destroyers, most other. Since torpedoes have a VERY low rate of fire and corvette AI likes to charge straight at the enemy, it helps get their small guns into range faster. ago. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Join. Recent Reviews:Is it worth puttting two afterburner upgrades on a ship?Is it worth puttting two afterburner upgrades on a ship?Is it worth puttting two afterburner upgrades on a ship?Is it worth puttting two afterburner upgrades on a ship?If I put afterburners on my carriers, will they be better able to stay at range, or. Example: Base corvettes have an evasion of 60%. Rapid deployment, combined with afterburners on all ships and admirals with speed bonuses. Jaypee's General Doctrine for Guerilla War in Stellaris Summary Small, cheap task forces of Corvettes can be used, even in the mid-to-late game, to tie down and distract an enemy with superior fleet strength. full armor damage. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. The rest of the fleet is balanced against the 3x Afterburner Battleship (All above 234 speed). Unless, if mods are in place. 750. Right now, this is the ship to beat when it comes to kickass ship design. 6 it's a little more skewed towards offence. Battleships with 3x Afterburners will still maximize the speed of the fleet, and Cruisers with 2x Afterburners + 1x Shield Hardener probably makes a good tradeoff on speed vs durability vs Disruptors/Strike Craft / Torpedoes and Missiles. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. The wormhole is the only way. I feel like Cloaking is too much of an all-or-nothing mechanic. Stellaris. AoW: Planetfall Cities: Skylines Crusader Kings 3 Empire of Sin Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. An afterburner (or reheat in British English) is an additional combustion component used on some jet engines, mostly those on military supersonic aircraft. Afterburners are your utility component of choice for the excellent sublight speed bonus they give. (I always preferred afterburners for mono-corvette fleets - the faster strategic movement, the better. flak is probably a good idea, as it counters the evasion of the strike craft. Content is available under Attribution-ShareAlike 3. 工程学 ( Engineering )是通过研究与实践应用数学、自然科学、社会学等基础学科的知识,来达到改良现有建筑、机械、仪器、系统、材料、化学和加工步骤的设计和应用方式一门学科。. udkudk1 Science Directorate • 1 yr. By Obsidian Shadow. As far as moving ships around the map faster, afterburners and better engines help, but the best way is to build gateways at your. • 10 mo. It’s because the numbers can be misleading, as the numbers are inflated. Cato. Stellaris. Afterburners are crap ok thanks #2 IIpocTo urpok Feb 12, 2018 @ 6:53pm They stack, but xhadu27 telling. #2. Fit them with autocanons and send them off! They do surprisingly well. Beginner's guide to Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If I put afterburners on my carriers, will they be better able to stay at range, or. The previous design of Multirole Battleship, the Retribution-class, saw considerable success in its initial uses as trade interdictors, but they were unable to properly sustain themselves to specialized capital ship fire, as its multitude of. Also regenerative hull tissue is good but not necessarily great sometimes having something else (for instance afterburners with missile cruisers) makes the difference between winning and losing a fight. Autocannons are close range shield shredders. Basic afterburners increase this to 60% * 1. System: Max systems, line computer, afterburners, and auxiliary fire control. 0) Number of years since game start is. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Beelining is following a dedicated research path in order to unlock a powerful technology. Go to Stellaris r/Stellaris. 0 unless otherwise noted. So I feel that in the game, the engines presented could be tweaked, and I was thinking of something like this. Notably each engine upgrade increases sublight speed by 25%, up to 75% for impulse thrusters and a whopping 125% for dark matter thrusters. Content is available under Attribution-ShareAlike 3. Visit our. Haven't gotten a battleship yet, but an interesting thing to note also is that with afterburners, cruisers can go faster then destroyers. Shields form the first layer of hit points of a ship. 15. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. when the extra speed doesn't add to evasion or anything else?If I put afterburners on my carriers, will they be better able to stay at range, or. Yeah, I've got a pretty serious bias towards Afterburners. Flexibility. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). 90% evasion! Yes Sir good design. I just tested out accuracy in patch 1. Is it worth puttting two afterburner upgrades on a ship?A Stellaris Campaign : Khellian History. • 1 yr. In order to stop those fleets from spawning you need a ship (any ship) to be in the L-Cluster's terminal system. . tech_afterburners_1 tech_afterburners_2 tech_assembly_pattern tech_construction_templates tech_mega_engineering tech_databank_uplinks. The lack of good anti-armor weapons. As far as moving ships around the map faster, afterburners and better engines help, but the best way is to build gateways at your. If you don’t put as many missiles as you can on them. What does not influence fleet power: shield regen (capacitors) ; combat speed (afterburners) ; hull regen (regenerative hull tissue) ; accuracy from combat computer or enigmatic decoder (even extremely large amount of it when I fiddled with game files) ; tracking from combat computer, decoder or sensors , same as above ; armor. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Shields [edit source]. By Frostyant. I remember nerve-wracking missions in Freespace 2 where I was boosting at maximum afterburners, all power in engines, to shoot down a missile/bomb before it hit some ship I was escorting. In the past, this fleet would rock against Prethoryn: - battleships only. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. Home; Guides; Code Lists. Later in the game evasion can be brought up to around 90% with an Enigmatic Encoder or an Admiral with the Psychic trait. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. 10 Interceptor Corvette. Ofc i dont have enigmatic encoders, otherwise i would use them at destroyers design and simply use that. You could skip destroyers. " Looks like a potential gamechanger for ship builds. April 22, 2019 Travis Scoundrel 0. Originally posted by HugsAndSnuggles: Afterburner goes into aux slot, though. Contents. List of all technology ids to be used with "research_technology" debug console command. Is it worth puttting two afterburner upgrades on a ship?Is it worth puttting two afterburner upgrades on a ship?科技/工程学科技. Do battleships, titans and juggernauts benefit from afterburners to outrun projectiles vs AI? Evasion-wise, these will not benefit since the increase in evasion is 10% not +10. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. ; About Stellaris Wiki; Mobile viewA place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. mcsproot May 12, 2016 @ 3:11am. Unless, if mods are in place. They are totally OP in terms of firepower per Alloy compared to conventional ships; either go all afterburners to make up for the lack of speed, or all hull/armour regen to take advantage of out-healing incoming damage. However, there is a little bit of rock-paper-scissors in the combat that means a strong fleet can lose to a weaker one if they are a counter. Can be strapped with lots and lots of Point Defenses and Trackers to counter Corvette swarms. 这个攻略不够好?点击进入 Item:Component templates/AFTERBURNER 1/doc 页面来编辑这个攻略。 修改完毕后,请刷新上面的文本。Stellaris. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. - energy types with tachyon lances and large plasma weapons (was neutron launchers before 3. 8 battleship - particle lance and kinetic artillery, even on armor/shield. And mostly I will put them in fleets of their own. This ship has another name, the Carrier battleship, which refers to the tactical potential of your hangar. ago. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. Artillery Battleships or Emitter/Lightning artillery if possible combined with Carrier Battleships at a roughly 3:1 ratio. Stellaris is built around ship. Stellaris players discovered the Juggernaut as part of the Federations DLC. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. I do one corvette design that uses energy weapons and another that uses kinetic guns and missiles and build 10/10 fleets to start off with. All aux slots can stack. A U. Speed is so crucial in 2. Destroyers are really situational. This is a searchable and complete list of Stellaris technologies and their IDs. 2, this include batteries for Orbital Rings. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. Also is available early game as a sort of glass cannon build. It's a trope. 8 no DLC. There are only three small slots to work with, so things aren’t too. Use the artillery combat computer and max afterburners. . Despite having a base rating of 35% evasion, you can tweak it to 70-80% advanced afterburners and gale speed trait. 3 or 1. Missiles used to be a standard weapon type while torpedoes were a heavy weapon. Or at lest something similiar. Devastator Torpedo Cruiser the short-range brawler cruiser has superb damage output and can absolutely tear through enemy fleets. Think of corvettes as an expandable screen. Which result in inability to fire those weapons. Alright, it's been a "while" since I played (understatement) but this is what I remember doing roughly. When disruptors aren't available from tech, then use missiles in S slots or lasers in M as a fall-back. Stellaris. Afterburners modify Combat Speed, not Evasion. I also use several disposable fleets of 10 destroyers with large gun slots and afterburners to wreck havoc on the resource stations. Also: armor is better than shields now, stack it up higher than shields on your ships, its worth it. FIY: 'Sublight Speed' = Combat Speed * some multiplier. Or you can stick to the low-Power weapons which happen to be much less deadly than the Power. Also read: Are Stellaris Titans Worth BuildingStellaris technology list and IDs cheat. Stellaris grand strategy space game by Paradox discussy thingy thready thingy. All shield techs except. Feb 1, 2017 @ 6:00am I didn't know the A-slots have other possible components than afterburners. Players can also buy slaves from the market. can be nice on 6m plasma cruisers if you dont find crystal forged, the. I set the battle fleet to passive stance and following the escort fleet, which is on aggressive. That’s it. My favourite builds for the smaller ships are either full disruptors with picket combat computers or full missiles with artillery combat computers. Using level 1 sensors to avoid the sensor accuracy buffs I tested small plasma throwers (82% accuracy) and got the following: Afterburner are forbidden for Starbase because auto-design like to pick it on starbases design. Autocannons are extremely short range. BETA: Shield Hardening. ) and non-piercing weapons (kinetics, lasers, etc. Making afterburners a utility slot item? Personally I think the “utility” slots are rather homogenous (just different types of defences, no other options at all) and maybe we should allow speed being an alternative that can be. 3. When I add afterburners. Some builds will 100% counter another and annihilate the opposing fleet and take only small losses. One suggestion would be to note the anti-synergy between armor/shield piercing weapons (missiles, disrupters, etc. This is useful against corvettes with high evasion and for Large Weapons since they dont have as much accuracy as smaller and medium sized weapons and we need to have every DAKKA count. Try it out in the Ship Designer. I made a lot of mistakes and read a lot of info on the web and looked at a lot of videos but nowhere do they really teach you how to play. Originally posted by Paragon: The main way is definately technologies; upgraded warp drives, faster engines, afterburners, etc. I think some FE/AE focus on energy. Plasma is usable, if only because there is a lack of good anti-armor weapon options, but it is a very weak weapon. Weapons: Best in slot strike craft and a 1-1 combo of damage types for flexibility. They made both ship types perform worse, and it would appear that the general rule for A-slots is Capacitor>Plate>Regenerative Hull>None>Afterburners. Even in early game auxiliary computers are far better then regeneration. Marauders are always hostile, but will generally not attack empires unless they. Since these things only increase combat speed, I wonder if there is ever a scenario where I would want afterburners over an empty slot. I’d say have around 5. 29. ok thanks.