stellaris kinetic vs energy. 6. stellaris kinetic vs energy

 
6stellaris kinetic vs energy  Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:

Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. 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. ago. What the arc emitters don't destroy in the first volley the strike. Another key point to note: Energy torpedoes CANNOT be shot down by PD. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). One with a snare aura, level 1 guns and armor (cheap, expendable). Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. Costs 480 Engineering, Requires Mineral Processing. 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. However, it looks like that at some point between then and now weapons were changed considerably. ago. . . Signature Weapons [3. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Prioritize/limit jobs. 6 combat rebalance update. 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. 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. In my 22 hours I've only. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. After work has been done, energy has been transferred to the object, and the object will be moving with a new constant speed. 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. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Kinetic is Energy (for RTS) Subscribe. Shields- 1. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. In my 22 hours I've only. So yeah maybe I'll be skipping on the lightning weapons. Energy Weapons (Lasers, Neutron Launchers etc. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. AI because they never spec Point Defense. There are usually just two types of compositions in my fleets (1:1 ratio, they are supposed to work in pairs): max fleet cap swarmer corvette hordes (2 kinetic, 1 energy/1 shield, 2 armor and an afterburner is the loadout) and ~22 artillery battleships led by a titan with -shield aura (giga cannons, balanced weapons). A. However, it looks like that at some point between then and now weapons were changed considerably. 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. There are 5 designs that are "optimal". Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Subscribe to download. As the title says. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. 8 (applies to 3. It looks like bomber is the best weapon against them. 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. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. . Potential Energy is the stored energy in an object or system because of its position or configuration. Welcome to Stellaris! You can find all the load outs of fallen empire ships. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Kinetic energy of an object is relative to other moving and stationary objects in its immediate environment. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. Stellaris Real-time strategy Strategy video game Gaming. Torpedo corvettes were meta some time ago, but were nerfed. In my 22 hours I've only. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Gun batteries will mix energy and kinetic (physics/engineering). Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. I've read that missiles are the 'OP' way to go from the start vs. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Ironically, there is an advanced armor option known as Dragonscale Armor. However, it looks like that at some point between then and now weapons were changed considerably. Missiles have few strengths and many weaknesses. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. The only exception is when you’re countering something specific. One for armor, and one for shields (2 pairs). If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. 2 days faster than the Arc. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. Autocannons are still solid good on Corvs to fight other Corvs. 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. Subscribe to download. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Advanced kinetic weapons require Volatile Motes to build. Ship Features: Weapons. I haven't played in almost a year. Just a reminder that Planetary Automation builds planets based off of. they must be pretty good. I've read that missiles are the 'OP' way to go from the start vs. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. AI because they never spec Point Defense. In the original release version of the game I reliably went with energy weapons and was happy with the results. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. The Low roll damage for a Lance is an Average roll for. Kuzu90. 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. 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. 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. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. 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). 5 and 0. Also, they have the shortest range weapons out of all the crises. It is easier for weapons to ignore, but also easier to bulk up. 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. 54, 29. It is much easier to get the best kinetic than energy. 25). And if they have, armor is better than hull against kinetic batteries. This isn't the first time it this has happened. However, I wanted to. 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. The big advantage of void beam is the energy repeatable buff it as well as the plasma. It's totally backwards to me. Kinetic weapons (Gauss Cannons) are good against. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. You starting weapons should make up the backbone of your fleet throughout the entire game. Still need a minimum amount of Energy regardless, for the Hull damage. AI because they never spec Point Defense. 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. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. Kinetic Weapons. ago. ) - 155mm Shock Cannon -. Depends kinda on what for a fleet design you are aiming for and what you prefer. Oct 15, 2017 @ 2:14am AC vs MD nothing changed, really: ACs are better early game, when ships are small, shields are not as. . In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. I've read that missiles are the 'OP' way to go from the start vs. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Members Online • [deleted]. 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. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. 07s in total. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. And if you're looking for the trope taken to its logical extreme, there's Ramming Always Works and the Colony Drop . Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. Ditch the Tachyon lance unless you're going up against Prethoryn. With 3. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1 torp, 1 disruptor corvette. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. . Also, get lots of shields since the Contingency's weapons suck vs shields. While velocity can have a positive or negative value, velocity squared is always positive. 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. 6. 25 consumer good upkeep vs 12 trade value, 3 consumer good upkeep. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. 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. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Hull- 9. In my 22 hours I've only. Like now missiles really suck so barely anybody uses them. Legacy Wikis. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Relation to environment. ago. Destroyers are ideal for a few decades before battleships become common, but. AI because they never spec Point Defense. Subscribe to download. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Because i tink that the kinetic wepons right now give an advantage in combat. 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. Small plasma cannon- 6. Content is available under Attribution-ShareAlike 3. I haven't played in almost a year. A lot of armor, go energy. Energy weapons are good against armor but weak against shields. Kinetic energy is the energy an object has because of its motion. So in my opinion the giga canon is really the way to go. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. Shields- 1. but 100 vs 100 along with all the. Showing 1 - 10 of 10 comments. Energy takes forever. Elcuern0 • 3 yr. PD starts with 10 Tracking and ends with 30. Darsol • 7 yr. Definitely. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. With limited number of disengage chances , you can safely deal pop shots to the hull and not worry about them retreating before the big guns can cycle. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. However at the start the difference is miniscule. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Zorlond Sep 20, 2020 @ 2:28pm. HugsAndSnuggles. Ceramo Metal Materials. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. . Huh, TIL. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. 5. The guns strip the shields, the lance cooks the rest. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Then design two types defence platforms. Small stormfire autocannon- 19. BusterHighmann. Legacy Wikis. 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. First Choice. ago. This is what I have taken away from the information. In the original release version of the game I reliably went with energy weapons and was happy with the results. Add a pinch of Titan to taste. But that is only even taking into account the enemy damage types. (Low dmg vs Shields, High dmg vs Armors, Superior dmg vs Hull. I like energy weapons because of the lightshow. 0 unless otherwise noted. Go to Stellaris r/Stellaris • by [deleted] Kinetic - Stellaris for Small Galaxies. Kinetic weapons (Gauss Cannons) are good against. The energy of a body or a system with respect to the motion of the body or of the particles in the system. 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. Which basically means you need kinetic weapons. Shields are good against Energy weapons. The enigmatic decoders are really good on this ship as well. . I haven't played in almost a year. 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. 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. 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. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. ago. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. 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. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. 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. So first why not change the hole slot system to be more like…Stellaris. In my 22 hours I've only. 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. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. This lets me focus my tech research on the types of weapons I'm actually using. I'd like to try and learn how to optimize each ship manually. 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. Ceramo Metal Materials. 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. I'd have hoped Power Projection would've been based off your fleet power Vs the fleet power of your rivals. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. 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 personally, have always liked shields. For corvettes, do it at a 1:1 ratio. Ships: Shields vs Armor. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. However, it looks like that at some point between then and now weapons were changed considerably. AI because they never spec Point Defense. 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. But how about the. Having fleet will stop them from declaring war at all. Koweezo. I love kinetic weapons. 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. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Example maybe they want swapping designs mid war to be a chore if they implement paper rock scissors. #3. It’ll also make your Kinetic and Explosive weapons more powerful, which is paramount for protecting your trade routes and territory from pirates or enemy empires. In my 22 hours I've only. 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. 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. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. 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 haven't played in almost a year. 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. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. half kinetic half energy until I see enemies I can exploit like prethoryn. Shield Enhence repeatable tech ---> Engineering area. In my 22 hours I've only. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. gamefaqs_astrophys. 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). 5 and 0. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. 99 DPS. Certain buildings and other sources. They are meant to inflict heavy damage against enemy shields. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. 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. yea i mean the fallen empires rely heavily on them. - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. I've read that missiles are the 'OP' way to go from the start vs. I once started an. But they fall a bit flat against their armors. View this video if you want to learn which weapons are best to use in the. But torpedos and kinetics is the real answer. 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. Subscribe to download. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. JVendin • 6 yr. In Stellaris, Kinetic weapons are made to take out enemy shields. Applying a force requires us to do work. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Best. 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. 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. I separated them in pairs. I've read that missiles are the 'OP' way to go from the start vs. Which basically means you need kinetic weapons. Carrier battleship. I like shields in sci-fi, because I dunno, they seem cool and they - to me - logically make sense as your primary form of defense, because you don't really want gaping holes blown in your spaceship on a regular basis. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. AI because they never spec Point Defense. And at least it sounds plausible. Makes them able to get through both armour and shields. 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. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Signature Weapons [3. It lacks the bonus to hull damage lasers have. 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. Honestly, I don't even bother with mass drivers at all. 4 Stellaris Tech Id List – F to I. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Distruptors are good brawling weapons for close range front line ships. 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 believe the best fleet layout (not counting the wierd bugged 'naked corvettes swarm') involves a mix of Energy Torpedoes, Plasma and Kinetics. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Stellaris Cheats is a searchable list of all Stellaris console commands. When the enemy has many ships bigger the crusiers make X slot battleships with the X slot being either energy or kinetic, and all L slots being the oopspote damage type. So - kinetic for MP,. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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 suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. 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. 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. 99. Maybe something like 1/50000 chance.