Stellaris kinetic vs energy. Just a reminder that Planetary Automation builds planets based off of. Stellaris kinetic vs energy

 
 Just a reminder that Planetary Automation builds planets based off ofStellaris kinetic vs energy I've developed a system of ship designators to assist in fleet design and upgrade

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. Energy had your basic lasers, apocalyptic tachyons, and a plethora of variants in between for anti shield duty, anti armor duty, weird electric clouds and anything else you can think of. Once you get like 4 of each in a fleet, barely anything beats it. In the original release version of the game I reliably went with energy weapons and was happy with the results. It's totally backwards to me. Energy is good at baseline, and gets better automatically through tech progress. Subscribe to download. In my 22 hours I've only. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. Let w1 be 1 energy and 2 kinetic and w2 the other way around and let d1 be 2 shields and 1 armor and d2 the opposite. 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. Maybe something like 1/50000 chance. So first why not change the hole slot system to be more like…Small tweaks to range/dps/energy to dps ratios for flavor. 07s in total. • 4 yr. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. I wanted to get tips from you guys about battleship design. 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. Also, get lots of shields since the Contingency's weapons suck vs shields. Greetings r/Stellaris ! So I am wondering, what is the best way to provide energy credits for your empire. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 1 torp, 1 disruptor corvette. However at the start the difference is miniscule. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Ship Features: Weapons. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. The Contingency use energy weapons that are ineffective against shields. I had assumed because they were researched under physics and displayed like beam weapons that they were energy weapons. 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. Kinetic Artillery is the best Large kinetic weapon period. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. And at least it sounds plausible. Thoughts on 3. 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. The only exception is when you’re countering something specific. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 25), or Energy and Consumer Goods (1= 0. 5 inf. However, it looks like that at some point between then and now weapons were changed considerably. 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. As the title says. Right out the gate mass drivers are better then red lasers. Just a reminder that Planetary Automation builds planets based off of. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. 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. that is a 325% difference in base DPS before adjusting for modifiers. Energy Siphons are potent early game weapons. The Low roll damage for a Lance is an Average roll for. For the record, in stellaris 2. I haven't played in almost a year. ago. Armor is good against Kinetic weapons. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. After work has been done, energy has been transferred to the object, and the object will be moving with a new constant speed. Welcome to Stellaris! You can find all the load outs of fallen empire ships. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Also, get lots of shields since the Contingency's weapons suck vs shields. It usually isn't ignored by weapons. In. Even ignoring natural tile resources if needed. Neutron Battleship Analysis: Win percentage = 100%. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. 6 Technology List – Q to S. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. I haven't played in almost a year. . I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. One with a snare aura, level 1 guns and armor (cheap, expendable). I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. . Its DPS is 4. Kinetics supposedly chew through shields faster than most (thats supposed to be their strength) but theres disruptors for that. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. In the original release version of the game I reliably went with energy weapons and was happy with the results. A lot of armor, go energy. 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. 7k and the Kinetic Battleships had a fleet power of 88. Two autocannons and one plasma. In my 22 hours I've only. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Stellaris Neutron Launchers vs Kinetic Artillery - Is Cloud Lightning Better? Montu Plays 96. Here are our Stellaris tips to help you out. AI because they never spec Point Defense. I haven't played in almost a year. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 54, 29. In the original release version of the game I reliably went with energy weapons and was happy with the results. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. I currently struggle to balance damage types, fleet speed and fleet ranges. AI because they never spec Point Defense. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. BusterHighmann. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. If the enemy has a lot of shields, go for kinetic. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger 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. But, past year 100 or so, you want to switch to energy weapons. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 00. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. 16 comments. but 100 vs 100 along with all the. I've read that missiles are the 'OP' way to go from the start vs. 2. Stellaris Mods Used: Extra Ship Components 3. In the original release version of the game I reliably went with energy weapons and was happy with the results. Kinetic energy is not a vector. I've read that missiles are the 'OP' way to go from the start vs. 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. Small and medium Laser and Kinetic weapons will considerably out-range the Torpedoes, and will likely hit your Frigates. The focused arc emitter does 11. It's even worse if multiple missiles are aiming for the same target. AI because they never spec Point Defense. 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. 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. I haven't played in almost a year. While velocity can have a positive or negative value, velocity squared is always positive. Accuracy is the standard/max to-hit of a weapon. . 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. 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). Mid-Late = Energy Kinetic combo Last edited by Duckie; Oct 14, 2017 @ 9:24pm #3. 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 ‍ . tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. In the original release version of the game I reliably went with energy weapons and was happy with the results. Members Online • [deleted]. But trade has more options to expand in the late. 75CG. In essence, lasers are a more balanced weapon capable of taking on multiple roles, whereas plasma is more specialized at one role, being anti armor/hull. It might not kill them outright, but it will take a lot of their shields/armour, and may even damage them - making them less combat effective. Adding onto this, I'm guaranteed to be able to get dark matter deflectors but not guaranteed to get Dragonscale. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. 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. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. . In Stellaris, Kinetic weapons are made to take out enemy shields. 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. 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). Each pair was moved to Star System with no populated planets, spaceports, miningscienceattleenergy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). I've read that missiles are the 'OP' way to go from the start vs. this version is for reworked tactical system. Description. The other with a shield debuff aura, your best armor, and your best medium guns. 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. 99. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. In my 22 hours I've only. The rest of the slots aren't that critical, but you can put whirlwind missiles in any medium slots and small. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. #3. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. AI because they never spec Point Defense. have rather significant amounts of PD, making missile based weaponry significantly less effective. . Subscribe to download. 13. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. AI because they never spec Point Defense. Fleet Power: The Neutron Battleships had a fleet power of 86. AI because they never spec Point Defense. Battleship - Full X and L weapons. Example: my mid game through end game fleets have at least: (2) attacker ships with close range kinetic (1) hunter work close kinetic. However, it looks like that at some point between then and now weapons were changed considerably. I haven't played in almost a year. Scourge Swarm Strikers: on paper these look very powerful until you see their movement 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. We could pretend that they use some kind of crazy magnetic-containment sabot, driven by steam produced by the reactor. also, Armor is cool. first damage out put and stack research for energy/ kinetic damage. My knowledge about it only goes about laser, it is very effective against armor and to guard. Autocannon vs Railgun is more up for debate for S and M. First Choice. an explosive vs. Ironically, there is an advanced armor option known as Dragonscale 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. Core Cracking. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Koweezo. 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. Stellaris Wiki Active Wikis. Kinetics do have on average slightly higher dps, so technically they chew through shields a bit quicker but not cause either. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. The fleet power remaining was an average of 43,980 and the average number of ships remaining was 17. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. AI because they never spec Point Defense. 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. Right out the gate mass drivers are better then red lasers. But how about the. So yeah maybe I'll be skipping on the lightning weapons. 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. However, it looks like that at some point between then and now weapons were changed considerably. Shields- 1. I haven't played in almost a year. 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). 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. But how about the. However Tiyanki are, at least in my games, not extremely common. This is manily because there are fewer Physics research stations to build. Neutons in large. In my 22 hours I've only. 4 trade value, 0. Ringworld districts provide a large amount of jobs, sometimes too many. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking,. View this video if you want to lea. I currently struggle to balance damage types, fleet speed and fleet ranges. Large carrier cruiser. I've read that missiles are the 'OP' way to go from the start vs. 3 Stellaris Tech Id List – C to E. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 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. Received widsom is yes, you should take Mass Drivers or Lasers. 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. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. I think my favorite early ship build is a Corvette with Point Defense, Energy Siphon, and Lasers. Costs 600 Engineering, Requires Nanocomposite. 25). 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. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Showing 1 - 10 of 10 comments. Here are our Stellaris tips to help you out. As it stands now, kinetic vs energy is a joke. Most people would recommend piling up the free. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. BusterHighmann. Kinetic pair and Energy pair (G vs A; P vs L). 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. Armor,shields and kinetic/energy weapons balanced towards the enemy fleet composition. Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. Mix these two in a ratio that matches enemy missiles. this is why. IMHO the much better way is to stick with explosive + strike craft. Originally posted by Surge: As it stands, Kinetics are pointless and underpowered. AI because they never spec Point Defense. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. HugsAndSnuggles. Trading Hubs + Offworld trading (which can only be on on inhabited worlds) Optimize your buildings for Energy. This is what I have taken away from the information. Add a pinch of Titan to taste. So a tennis ball thrown to the right with a velocity of 5 m/s, has the exact same kinetic energy as a tennis ball thrown down with a velocity of 5 m/s. Best. ago. /rival bonus. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Carrier battleship. In my 22 hours I've only. Plasma Auto. In the original release version of the game I reliably went with energy weapons and was happy with the results. 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. So in my opinion the giga canon is really the way to go. Giga cannons do not do the job like arc emitters and cloud lighting is too short. 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. 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. Flak on the other hand starts at 50 Tracking and ends at 70. E. Flak does less damage per shot, in contrast, but is. ) are good against armor but bad against shields. I've read that missiles are the 'OP' way to go from the start vs. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. 2k. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. JVendin • 6 yr. 32, 5. 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. . In my experience using missiles or torpedoes early game is a non starter as the auto-best designs favour copious amounts of point defence. gamefaqs_astrophys. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. 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. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. The Low roll damage for a Lance is an Average roll for. I built my fleet to counter the enemy's (they had only missiles) by giving my ships Point Defense and Kinetic weapons to counter their shields. For corvettes, do it at a 1:1 ratio. Traits. Destroyers- if you use them, should be built for alpha and to die. In the original release version of the game I reliably went with energy weapons and was happy with the results. 1 Comments. 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. Ditch the Tachyon lance unless you're going up against Prethoryn. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. I've mainly played Stellaris while using auto-best for my ships. However, it looks like that at some point between then and now weapons were changed considerably. I've read that missiles are the 'OP' way to go from the start vs. overall, the energy torpedoes are the better weapon in my opinion. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. In the original release version of the game I reliably went with energy weapons and was happy with the results. View this video if you want to learn which weapons are best to use in the. 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. Missile weapons suck, energy weapons are ok, but mostly situational (you should only ever use plasma throwers vs armor and neutron torpedoes vs shields), and you really can't go wrong with kinetic. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Very happy to announce my mod has gone public and is available on Steam here. However, it looks like that at some point between then and now weapons were changed considerably. 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). 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]. In the original release version of the game I reliably went with energy weapons and was happy with the results. r/Stellaris. 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. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. I've read that missiles are the 'OP' way to go from the start vs. Unlocks Teldar Plant, Teldar Ammunition Factory, Teldar Crystals. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 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. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. A lot of armor, go energy. But how about the. 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. Title Card Overlay by Wi. first damage out put and stack research for energy/ kinetic damage. Giga cannons do not do the job like arc emitters and cloud lighting is too short. I haven't played in almost a year. Physics research. Small plasma cannon- 6. 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've read that missiles are the 'OP' way to go from the start vs. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. I separated them in pairs. hull and a bonus vs. 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. The advantage of the kinetic artillery, which i think is the prime advanatage of all kinetics, is that they're a lower energy cost. ago. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. And if they have, armor is better than hull against kinetic batteries. However, it looks like that at some point between then and now weapons were changed considerably. . 2 kinetic, 1 laser, 2 shield, 1 armour corvette. I've developed a system of ship designators to assist in fleet design and upgrade. 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 like energy weapons because of the lightshow. 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. In my 22 hours I've only. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Only use armor on ships if you have a spare place due to energy reasons (talking early game). 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. 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. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships.