Heck, I'd be ok with them defaulting to equal numbers of Kinetic, Energy, and Missile weapons.
So very depressing to look at a T3 Orbital Ring and notice it went with all Archeotech Railguns again. Which sure, range is good, but they don't outrange Lances, and don't deal with armor or close in stuff like Energy weapons would.
And Starlit Citadel is a challenging Origin SOLELY because of the TRASH-TIER loadout of the base DSC. All Anti-Shield weapons and PD, when the attackers both have no shields and ignore shields. At the VERY least. BALANCE the PD loadout! You get 9 slots, they shouldn't all be flak!
Fully agreed. And I come more down on the RP side but I still think this is important: stellaris is a science fiction game and a huge trope of science fiction is a variety of exotic weapons. It buggs me that the citadel just fires kinetics at ships that aren't suited to them and that it has shields that just get bypassed (though the number of bypass weapons is a separate annoying issue).
At least we can refit them now without paying unity.
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