stellaris plasma. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. stellaris plasma

 
Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens upstellaris plasma  I have 2 questions about this: 1) Lasers have higher DPS and accuracy

While on paper more influence sounds nice, you only get. I calculated the base damage rate (BDR) equal to the average damage per hit multiplied by accuracy and divided by the cooldown (pretty much the Average Damage from the weapon tables on the Wiki). Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). com. With all that said, Plasma is actually usable since it really is the only option in its niche. Generally. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 99 DPS. Plasma seems to miss alot for my taste. Those beats all anti-armor weapon in damage, and dps. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. SE Humanoid. With energy weapons. I was wrong. The only time plasma wins out over lasers. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. A place to share content, ask questions and/or talk about the 4X grand strategy…I seem to see a big preference for Plasma over lasers in guides I've read. Which is why it's quite hilarious when your stellar accelerator actually does create a black hole and oopsies the solar systems' habitable worlds. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Last edited by FateWeaver; Apr 15, 2018 @ 9:56am < > Showing 1-15 of 20 comments . 5 ③ Neutron Torpedoes 50->62. Avoid missiles and torpedoes. Space Amoeba: Cost: 2000 Society research +5%. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. 9. Content is available under Attribution-ShareAlike 3. Plasma Weapons: + More base damage than disruptors, but less than a laser. 18 retief1 • 5 yr. Stellaris. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. The higher the stability the more production you get out of them. The scourge relies very heavily on missiles and strike craft. Thanks for any tips!Prethoryn Scourge counter strategy. I have encountered a mod conflict in my recent game with the legacy version of Gigastructural Engineering,which leads to the Stellar Systemcraft never spawning upon completion of the megastructure. 在游戏之中,总计有 460 个科技,但对于单次游戏进程而言,玩家几乎不可能同时掌握所有的科技。. 4 damage taking into account accuracy and evasion. 0 unless otherwise noted. In 3. Not great, but not impossible. You want anti-armor/anti-hull weapons. numinos710 Fanatic Materialist • 3 yr. Artillery computers and maximum range from admirals and doctrine, flak cannons to shoot down their strike craft and crystal. Also, don't mix missiles and non missiles. Stellaris technology list and IDs cheat. Tutti i diritti riservati. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Content is available under Attribution-ShareAlike 3. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor penetration. You'll take heavy losses, but it will die, and much earlier than if you had a 30k+ fleet to fight it head on. 85 ± 5. Physics research#Plasma Accelerators Tech. For most empires, the new tradition system changes very little. Stellaris > General Discussions > Topic Details. Best. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Have you ever seen a weapon fire but noticed it did not produce a laser beam, plasma ball, hit effect or muzzle flash? That is because Stellaris has a maximum cap for "allowed visible weapon particles". I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Members Online •. Jan 20, 2019. Plasma melts armor Torpedoes: one kind bypasses shields completely and is thought to be useful against fallen empires. Heyo, this mod was abandoned so I've taken it up to do upkeep and what not! The original mod was made by Quol but he is the dead (not literally), so ya (his description below) With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering, star. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). its seems like its just better to get things like Plasma Throwers and Space Torpedoes and not bother with the weird monster tech. My first war got me a big head start in plasma accelerators when I still haven't gotten around to researching red lasers. For some reason it has 45-80 range, which is weird. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. I seem to see a big preference for Plasma over lasers in guides I've read. I’ve been using plasma line so far and it seems to work decent. Disruptors I mostly don't use unless. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. #2. I encourage all the active modders to take over the mod's idea and bring it back to life for the upcomming patch :) No support for 2. Battleships have X as their main Spinal Weapon once researched, think MAC from Halo. Early-to-mid-game, cruisers with medium slot plasma and a hangar are OP. ago. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. It has higher armor penetration, which will lead to probably more damage. Ultimately went Kinetic on Battleships and Plasma on cruisers. Version 1. 85 ± 5. 2. Plasma has -75% to shields and +100% armor and +50% hull. I don’t know if it’s a mod conflict, or if RNG is just against me, but I’m neck-deep in repeatables, and it still won’t show up in the shuffle. I totally understand that it was OP particularly in multiplayer games but I don't play multiplayer much and when I do we mostly never fight eachother so vassels aren't a big deal. DLCs/version. There is very little benefit to aggressive policy and it's not worth attempting to capture an enemy science ship, but the AI loves to do it so you'd better take the protection offered by Cautious stance. At maximum thrust the plasma thruster will use 913. I seem to see a big preference for Plasma over lasers in guides I've read. It's good by itself, but doesn't lead to other more advanced weapons. • 5 yr. Their high damage is really nice, and corvettes are fast enough that they don't need the range. I’m in a mid game phase right now where I want to take out a Holy Guardian empire before they awaken and before I start researching synthetic evolution. . Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. 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. 25 Modifiers. Offensively: Plasma launchers, mining lasers, or lasers - Crystalline Entities have resilient and regenerating hulls, but no shields or armor; Unique salvage: Crystal-Infused Plating from ships, Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game. . Plasma and laser weapons have different characteristics. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. Samples. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. Lasers are usefull to unlock Tachyon lancers. 25x Expertise: Propulsion trait;T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. After getting back into stellaris with the new dlc and not knowing the fship changes that well, I appreciate this, ty! Reply Aggravating-Sound690 Determined Exterminator •. Plasma is more damaging and is a "ship-killer" that does extra Hull damage (0 hull points is when ships die or warp out), but has shorter range and is less accurate . They are extremely effective against armor and very effective against hull, but highly. This. For Stellaris version 3. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. When you get the plasma accelerator, it gives the description for the caravan cannon when you mouse over the small/medium/large icons intead of the correct tooltip. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. Are lasers or plasma more effective with corvettes? (Obviously torp spam, but the secondary slot there is for a small weapon) torps nuke shields pretty good, and plasma seems to melt armor and health quite a bit. Small matter disintegrators slightly edge out small plasma cannons. Cloud Lightning and especially Disruptors have low damage output, so they won't work very well against things that regenerate quickly (regen works during combat as of a recent-ish update, so leviathans with regeneration modules are significantly harder to kill now). Plasma bombardment should. Dec 16, 2016. I see in the internet that this is the easiest. The plasma does more to them than a laser because of the bonus to armor and. Using only plasma is weak configuration because plasma is armor weapon and has malus for shields, a ship must also have some shield weapons as well like. Stellaris cheats and commands. Background This study determined plasma protein electrophoresis (PPE) reference intervals in two elasmobranch species: the undulate skate (Raja undulata) and the nursehound shark (Scyliorhinus stellaris), using a reference population of 48 undulate skates (27 males, 21 females) and 62 nursehounds (32 males, 30 females), considered. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. These IDs are usually used with the research_technology tech ID command. All empires will have. Large Plasma is notoriously bad with that 45-80 range. Stellaris Real-time strategy Strategy video game Gaming. Another Stellaris crossover, this time with Halo. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. Lasers look way more cool in active battle. I recommend the Regular Version for medium to high-end PC's. Stellaris Mods Used: Extra Ship Components 3. 99/day—nearly four times as much. For M, S and L slots separately. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. enemy leans much more torwards battle ships and. Not as effective but still effective. 99. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. At 40 repetitions you have increased the damage by 200%. Missiles have few strengths and many weaknesses. Shields. So why, then, does plasma do so much less damage than autocannon? The small T3 plasma cannon ends up averaging 5. The simple plasma accelerator is a weapon for all seasons in Stellaris. In a game with as many dice rolls as Stellaris, it's far more useful to think of it as such. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. Carrier cruisers are excellent when. So as long as you have enough of both types you won't have any problem. TheMoe Colonel. I seem to see a big preference for Plasma over lasers in guides I've read. unlocking special options (terraforming, wormhole and gateway travel) Plasma is basically just better. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Cautious is the optimal policy. The combination of torpedo and plasma make for adaptive corvette, but i always use also a full autocannon one as well. Hopefully they revert the change but I highly doubt it. Build city districts to get more slots for more research labs. PD is an excellent counter to many of their offensive capabilities. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. 3) as prerequisite for arc emitters. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Armor- 12. 6 fleet composition. The happier the pops the higher the stability. r/Stellaris. 8%. Definitely. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. lasers vs plasma, they are bot anti-armor weapons, the difference is that lasers are to be used on smaller ships (corvettes and destroyers) while plasma on larger ships (cruisers and battleships), this is because of tracking stat, lasers have high tracking thus fitted against smaller ships, while plasma has low tracking which is best against. What do I do?Stellaris Destroyer Uses. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. Business, Economics, and Finance. Eventually, by reading the Stellaris wiki, I managed to make a ship design that improved the odds of survival: * Tachon Lance * Plasma Cannon * Guardian Point Defense They're using 1. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. -Overhauled balance. They have since "mostly" fixed this by making weapons have sticky targeting. Which is better depends on the target. Is one of them more potent than the other, or do they have their own. Gigastructural ship IDs. With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering, star lifters and fusion supressors) you can unlock a new megastructure that can be. ③ Plasma Cannons 50->62. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Proton/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. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. If you can get a P slot instead of an S slot, PD largely outperforms plasma at every tech level - even where plasma gets a slight edge, PD is still vastly preferable on the basis of getting a complete blowout against anyone using missiles. Tres Cantos 28760, Madrid, Spain) to blank S. 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. 3) Zum größten Teil bei Punkt 1 erklärt worden. I seem to see a big preference for Plasma over lasers in guides I've read. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). Al has major fetish for point defence. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Traits: Traditional, Strong, Ingenious, Sedentary, Wasteful. 2 I decided to stop this mod line. Without rating this mod it's much harder for others to find it. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. So even though Lasers are the inferior weapon, you're almost always better off going with them since they lead towards the techs you want for later and the performance difference with. Missile Defense. Alle produzierten Rostoffe wandern ins Hauptlager und dann werden alle Ausgaben aus diesem getätigt. Once plasma weapons become active, you can include them in your destroyer fleet to stand against any heavily armored ship. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. so its not as clear cut as plasma/laser if you use crvettes with guided slots tho u want torps on there no question #5. Gauss Cannons have longer range and can be small, medium or large. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Yeah the S- or M plasma on Line Cruisers are fine. As far as I know, Stellaris doesn't offer a way to have a mobile planet setup like that. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Against shields only and armor only. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. I think their weapons do +50% to hull but I don't remember. Armor was at 50% or below. Details: -PECs have been renamed to Plasma Mortars, to better fit Halo lore. Deswegen kann mal der Wert schon um +/-1 abweichen. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. u will see i already. 3. Stellaris Mods Used: Extra Ship Components 3. It scores high on versatility and reliability. 3, no longer locked to ethics or civics every player. corisai Apr. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. Lasers deal less damage, lower range, more accurate but the damage is immediate if target vessel is in weapons. 3. 对于一个星际帝国而言,科技水平无疑是衡量实力的最重要标准之一,直接决定了帝国能否在群雄争霸中脱颖而出。. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. In other words, 50% of the damage bypasses the shields completely and smacks the hull directly, ignoring 50% of the armor in the process as well. For battleships I take the middle part with 2 Large, 2 middle Slots. 3 eps + 880 eps per superconductor ring. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. First Contact. Just a tad confused about what to do to get the achievement. This results in many weapon sounds being muted in heat fights. I cannot afford this right now, and I don't know how to change it. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. 4. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. All avail. The original ideas and code are NukaBoy's, I have only made some small balance changes, fixed a couple of bugs and updated the mod to. They penetrate shields and do massive damage to armor and hull. that deal bonus armor damage, 4 large slot plasma weapons, and 8 powerful PD weapons. Missiles are somewhat better against point defense, by dint. Like plasma-missile, and not plasma-PD. This page was last edited on 14 October 2017, at 10:55. These days plasma is more of a specialist weapon, can be very useful in combination with other weapons and circumstances but is hardly something you want to go all-in on to the exclusion of anything else. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. The third fleet is all picket corvettes, with gauss and gamma lasers (or plasma/autocannons if you are swimming in research) and point defence. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. In Stellaris combat all ships are always firing but not all ships are always receiving fireAn einigen Stellen wird von Stellaris her nur eine Zahl vor dem Komma angezeigt, es wird aber mit Nachkommastellen gerechnet. 5. Pragmatic Captain. You can mod this, but it’s a pretty substantial change. Well, they do excel at two things, killing station defenses and lighter ships at a long range. Swarm lover Major. Comander-07 Jul 15, 2017 @ 3:20am. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Description. Maybe it's what is used to help. May 21, 2018 @ 3:47pm They ignore shields and some of them even ignore armor. Choose weapons that ignore or are more effective against the enemy’s ship design. If your shields and armor can take it, good. Jun 1, 2022; Add bookmark #1 So ive been playing a few games with overlord. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. After that change, plasma became the best weapon because of its bonus vs armor and hull. How Stellaris' Orion Update Rebalances Space Combat. 10. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Mai 2016 um 6:42. 10. Help against Holy Guardians. Only draw back is the lower tracking and accuracy. But combined with plasma, neutron or lances it is a really useful weapon. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. ParasiteX May 21, 2017 @ 2:55am. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. . One factor being that Plasma is now the only energy weapon choice for L-slots which is as good as firing blanks. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Torpedo assault carrier is the most balanced ship design. But combined with plasma, neutron or lances it is a really useful weapon. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. First - lasers have more RoF (I'm looking into game. This guide will be updated with every major stellaris patch being released. When in doubt, monobuild rail. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Missiles are somewhat better against point defense, by dint. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. 2. This will slaughter entire fleets. 02 DPS to be fair. Plasma: 2. Missiles fly faster, therefore, they are better at getting through point defence. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. How soon you can start shooting. Yeah basically the guide above. Two autocannos and a plasma makes them quite good. LuNi. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Agreed. As it says. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Maybe I get the time to start a new line of this mod, may be not. Autocannons are good on corvettes. Thanks for any tips!Can someone help me figure out when to use each of these? Disruptors at least are a little different in that they decimate shields, so I'm assuming it's a good idea to have some if you're rocking energy weapons. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Relentless: Use in the command phase on a friendly vehicle. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. Also, added bonus: plasma is easier to research as well. Plasma, Particle Launchers, Torpedoes, etc. I seem to see a big preference for Plasma over lasers in guides I've read. If your enemy is all shields, laser beats plasma; but why go in with energy when you could do better with kinetic, right? 3. They basically have half the range (or less) than most of the more common weapons. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. Jump to latest Follow Reply. 3 comments. While the Medium/Large versions of the shields have had their stats swapped around, the Small versions still have the original stats, with the Psi Shields having 180 shield points and the DM deflectors having 200 shield points. 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). Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Once you have Cruisers this is completely and totally outclassed by Carriers and you shouldn't use it. All the images are of ship designs the AI created with this mod. 2 Proton Torpedos, one m-plasma and one m-laser. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. apf5 • 6 yr. lasers are at least 80% as strong for up to 65% for small, 70% for medium, and for large they never go below 90% the strength of large. If you have the resources to field them, pair them with kinetics autocannons if you have them to shred shields so the accelerators can destroy the hull. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. stellaris plasma. There is no point to Proactive stance. troyunrau • President • 7 yr. As for the mentioning of Titans, that counter will always be there even w/o DLC since Awakened Empires can still build them iirc. #9. Best. #footer_privacy_policy. Fill empty building slots with research labs. I calculated the base damage rate (BDR) equal to the average damage per hit multiplied by accuracy and divided by the cooldown (pretty much the Average Damage from the weapon tables on the Wiki). (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. Plasma torpedoes and energy projectors met their match in ion cannons and kinetic batteries, shields blaring and hulls melting, and millions of sailors and soldiers dying by the minute. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. Description. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Large lasers and proton launchers would have a 5% chance to hit. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. 24 , 24. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma, Particle Launchers, Torpedoes, etc. Autocannons will tear apart corvettes while kinetic batteries are battleship/station killers. Thanks for any tips!138 votes, 59 comments. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. Not as high as KA, but higher than plasma or lasers. Detailed notes at the end of the description. Energy-eating plasma beings would be a bit redundant with that. Against this plasma's are, frankly, a steaming pile of dung. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. Plasma is basically just better. Stellaris fleet getting destroyed. This update rebalances combat and ship design aspects once considered useless. 4. 1; 2; Next. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. The dragon will 1 shot the platforms with its main weapon, but rarely hits the station itself. I always heard that if you put disruptors, you should only put disruptors. For that reason I typically don't even research plasma weapons until I need a tech draw re-roll. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. And Engineering research seems more busy in general so weapons from blue tech also seems like a. ago If you want the math for energy spam vs balanced loadouts, imagine that you have 6 weapons that deal 10 dps baseline with a +50% boost vs one defense. I seem to see a big preference for Plasma over lasers in guides I've read. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. Baldrik3505 Corporal. What I'm seeing is a technology that unlocks S-, M-, and L-slot Plasma weapons versus a technology that unlocks only S- and M-slot Disruptor weapons versus a technology that unlocks only S. Game Mod. 3/2.