Stellaris kinetic vs energy. AI because they never spec Point Defense. Stellaris kinetic vs energy

 
 AI because they never spec Point DefenseStellaris kinetic vs energy  Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher

However, it looks like that at some point between then and now weapons were changed considerably. Members Online • [deleted]. But how about the. 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. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. I've read that missiles are the 'OP' way to go from the start vs. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. But, past year 100 or so, you want to switch to energy weapons. 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. 32, 5. they have a higher bonus vs. Certain buildings and other sources. Also, they have the shortest range weapons out of all the crises. 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. Starfighters! [3. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Once you get like 4 of each in a fleet, barely anything beats it. In my 22 hours I've only. 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. 32, 5. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). - Wave Motion Gun - Powerful yamato superweapon that can 1 shot a battleship or even a titan but takes time to fire up and cooldown. I'd like to try and learn how to optimize each ship manually. In my 22 hours I've only. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Stellaris Ship Design Guide 2023 [3. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Costs 480 Engineering, Requires Mineral Processing. 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. Kinetic Weapons. Potential Energy is the stored energy in an object or system because of its position or configuration. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. 5 for the armor, so 1. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. ago. 8 (applies to 3. . Best. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Basically there's 2 options - trade and generators. Another key point to note: Energy torpedoes CANNOT be shot down by PD. ago • Edited 4 yr. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. AI because they never spec Point Defense. As the title says. View this video if you want to learn which weapons are best to use in the. 54, 29. All empires have a 15,000 starting storage capacity for each material resource except energy, which has a 50,000 starting storage capacity. I currently struggle to balance damage types, fleet speed and fleet ranges. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 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). Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Autocannons are still solid good on Corvs to fight other Corvs. The enigmatic decoders are really good on this ship as well. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. In my 22 hours I've only. 67. Content is available under Attribution-ShareAlike 3. However at the start the difference is miniscule. And if they have, armor is better than hull against kinetic batteries. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Energy & Armies – Three players involved. where: m — Mass;. Reply. 6. . 99. +4Energy, -0. AI because they never spec Point Defense. 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. I've read that missiles are the 'OP' way to go from the start vs. This is something I've been observing more and more as I play. 4 Stellaris Tech Id List – F to I. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. I personally, have always liked shields. With 3. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. 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). I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Subscribe to download. It is probably better to replace the spinal bow with a hangar bow. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. In my 22 hours I've only. You need Flak and Kinetic Artillery and they sit along the kinetic tree. The only exception is when you’re countering something specific. It doesn't make sense to me. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The question is what I want to do in my next game. Right out the gate mass drivers are better then red lasers. It usually isn't ignored by weapons. Appreciate the heads up because I'm currently sitting at. Against d2 it will take about 0. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Another viable reason for dropping Destroyers is going for Star Fortress in order to unlock Voidborne. Still need a minimum amount of Energy regardless, for the Hull damage. Kinetic Weapons. . My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In my 22 hours I've only. 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. I've read that missiles are the 'OP' way to go from the start vs. Gotcha, that makes sense. 25). Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. While velocity can have a positive or negative value, velocity squared is always positive. Then again, Kinetic weapons wreck shields better than Disruptors, and larger varients also bypass armour. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Honestly, I don't even bother with mass drivers at all. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. Stellaris Wiki Active Wikis. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. AI because they never spec Point Defense. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. Small stormfire autocannon- 19. Carrier battleship. Legacy Wikis. #7. If tachyon works great vs scourge I can assume giga and kinetic will work great vs another crisis. In my 22 hours I've only. 68,5 average) so enemies have a higher chance to disengange. When do you use what weapon? For example, when facing opponents which rely heavily on armour typically energy is best to use so would lasers or plasma be best? If plasma is the best, what's the point to lasers or disruptors? Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Legacy Wikis. 7k and the Kinetic Battleships had a fleet power of 88. 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. 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. 00. For corvettes, do it at a 1:1 ratio. 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. ago. This is something I've been observing more and more as I play. It usually isn't ignored by weapons. ) are good against armor but bad against shields. But how about the. In the original release version of the game I reliably went with energy weapons and was happy with the results. The Low roll damage for a Lance is an Average roll for. So the drop-off for energy weapons is around 33 percent less base damage to players in Super mode. There are multiple types of 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. 6k hp and battleships around 7k hp, lower raw damage is going to hurt. View this video if you want to lea. 99 DPS. 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. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. This energy can be released in a car engine when the gasoline combusts, producing high-temperature gases that move the engine’s pistons and, ultimately, propel the car forward (kinetic energy) 1 ‍ . 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've mainly played Stellaris while using auto-best for my ships. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Shields are secondary. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Energy Weapons (Lasers, Neutron Launchers etc. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. In my 22 hours I've only. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. Huh, TIL. Members Online • [deleted]. Energy weapons are good against armor but weak against shields. Then mixing them up with kinetics, missiles/torpedoes, etc, Plasma if you forced me to choose between these two. Stellaris Cheats is a searchable list of all Stellaris console commands. 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. Almost everything you build on a planet has an upkeep cost, and it's usually energy. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. The enigmatic decoders are really good on this ship as well. AI because they never spec Point Defense. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. . In the original release version of the game I reliably went with energy weapons and was happy with the results. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. The tachyon has 90% armor pen, and -33% shield damage. • 1 yr. 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). ago. The first option is to use a Science Ship to study the Devourer's corpse, which will give players the chance to either harvest it for 10,000 Energy Credits, 2,000 Minerals, and 80 of Stellaris. 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). ago. Stellaris Wiki Active Wikis. 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. 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). Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. I haven't played in almost a year. AI because they never spec Point Defense. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. 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. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. IIRC from the dev diary, it's more of each weapon has a direct armor/defensive counter. Here are our Stellaris tips to help you out. 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. Destroyers with Kinetic Artillery or Kinetic Batteries are well-suited for long-range combat, especially in larger fleets. Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. Also, get lots of shields since the Contingency's weapons suck vs shields. 2 Kinetic Artillery is 80 average damage per day vs the Saturator's 115, while the Saturator has a higher multiplier against both shields and armor. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. 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). It is much easier to get the best kinetic than energy. My knowledge about it only goes about laser, it is very effective against armor and to guard. Gotcha, that makes sense. 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. Essentially, it provides meta-data so that at a glance one can see the makeup of the fleet. . Adding some type of weapon that allows them to bombard a foe along the side of the. also, Armor is cool. PD starts with 10 Tracking and ends with 30. Click to expand. Destroyers- if you use them, should be built for alpha and to die. 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. Signature Weapons [3. Autocannon vs Railgun is more up for debate for S and M. Kauldric Jul 30, 2022 @ 12:58pm. However, it looks like that at some point between then and now weapons were changed considerably. 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. I haven't played in almost a year. Stellaris' combat system is garbage. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. The focused arc emitter does 11. In my 22 hours I've only. For example the ancient laster (Cavitation Collapser), resembles normal lasers. However, it looks like that at some point between then and now weapons were changed considerably. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In the original release version of the game I reliably went with energy weapons and was happy with the results. Large carrier cruiser. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. 2 days faster than the Arc. Hull- 9. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Elcuern0 • 3 yr. I use 1 titan (each titan has a different aura) and the rest battleships. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. this version is for reworked tactical system. Since lasers are a bit on the Elvish side of things, I thought I'll try to avoid them and play only with kinetic weapons and missiles/torpedoes. It's even worse if multiple missiles are aiming for the same target. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. While Kinetic is better overall for taking down shields, we now have Null Void beams. AI because they never spec Point Defense. 25. IMHO the much better way is to stick with explosive + strike craft. ago. 3, I've been running all Kinetic weapons heavy ships. A lot of armor, go energy. Then w1 does 3. . 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). have rather significant amounts of PD, making missile based weaponry significantly less effective. AI because they never spec Point Defense. In my 22 hours I've only. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. plasma meanwhile has 5% of the effectiveness of. I've read that missiles are the 'OP' way to go from the start vs. 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. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. Oct 15, 2017 @ 2:14am AC vs MD nothing changed, really: ACs are better early game, when ships are small, shields are not as. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. 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. Kinetic Weapons are the exact opposite of Energy Weapons. Even ignoring natural tile resources if needed. Welcome to Stellaris! You can find all the load outs of fallen empire ships. 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. Relation to environment. When you hover over PD weapons, under "Type" they say "Point Defense, Kinetic". So first why not change the hole slot system to be more like…Stellaris. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. 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. Hangars is fighters, but upgrades are wonky for strike craft so the actual combat value will degrade as you get further into repeatables and PD negates them. . hull and a bonus vs. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. So yeah maybe I'll be skipping on the lightning weapons. Flak on the other hand starts at 50 Tracking and ends at 70. Missiles have few strengths and many weaknesses. 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. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. 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. AI because they never spec Point Defense. they have a higher bonus vs. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 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. Large broadside battleship. I've read that missiles are the 'OP' way to go from the start vs. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. I haven't played in almost a year. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. There are 5 designs that are "optimal". AHostOfIssues • 4 yr. In Stellaris, Kinetic weapons are made to take out enemy shields. Which basically means you need kinetic weapons. 1K 48K views 1 year ago Which is the. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 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. Titans are commonly artillery ships, so they have an energy+kinetic combo that works well with artillery battleships, but artillery ships suffer from minimal range and get rekt by torpedos. Battleships are given a Giga Cannon and Proton Torpedoes, which are kinetic and energy mounts respectively. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. 0 unless otherwise noted. Titans. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. 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. 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. 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. But how about the. have rather significant amounts of PD, making missile based weaponry significantly less effective. The guns strip the shields, the lance cooks the rest. A lot of armor, go energy. Mechanically, each type of spaceborne alien is considered a special type of empire,. It lacks the bonus to hull damage lasers have. even on the autocannon's worst target it has 40% the effectiveness of plasma. TTundri • 6 mo. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Small plasma cannon- 6. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. In my 22 hours I've only. They are meant to inflict heavy damage against enemy shields. Energy weapons are good against armor but weak against shields. Stellaris Ship Design Guide 2023 [3. If you don't have those, go for max armor and crystal forged hull. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Mix these two in a ratio that matches enemy missiles. 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. Kinetics tend to have worse accuracy than the equivalent Laser weapon. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. ago. 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. 5. The other with a shield debuff aura, your best armor, and your best medium guns. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Stellaris. Fixes to mass missiles being bad. ago. yea i mean the fallen empires rely heavily on them. AI because they never spec Point Defense. I have not had good results with explosive weapons so far. 6+) For those unaware, the "~" command will bring up the console. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. First Choice. one plasma and one mass driver) and broadside (one kinetic and one energy weapon). Flak does less damage per shot, in contrast, but is. I haven't played in almost a year. Darsol • 7 yr. However, it looks like that at some point between then and now weapons were changed considerably. overall, the energy torpedoes are the better weapon in my opinion. • 4 yr. . I love kinetic weapons. 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. Examples, Generator & More: cash <Amount> Copy Command Copy Full. Ship Features: Weapons. Graey • 7 yr. Shields- 1. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. 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. I've read that missiles are the 'OP' way to go from the start vs. Then design two types defence platforms. 1 giga cannon, 2 artillery, the rest some kind of laser.