NOTE: This mod has. 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 blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. 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) This submod for Gigastructural Engineering adds new systems centered around collecting. Also, be careful of the main crystal-hub system; it's a pulsar, so you'll have no shields. 4. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Shields. 03 dmg/day, while the (also small) T3 stormfire autocannon does 19. Yeah the S- or M plasma on Line Cruisers are fine. Small Psi Shields are still weaker than Small Dark Matter Reflectors in 2. This page was last edited on 14 October 2017, at 10:55. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. Updated to 3. 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. The best part?. Laser are good to an extent. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. LuNi. tech_plasma_1 tech_plasma_2 tech_plasma_3 tech_arc_emitter_1 tech_arc_emitter_2 tech_disruptors_1 tech_disruptors_2 tech_disruptors_3 tech_energy_torpedoes_1. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. 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. Gigastructural ship IDs. 9. 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. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. My Cruisers just blow holes into anyone dumb enough to get close, to keep the. Stellaris technology list and IDs cheat. Its one of the many reasons the combat in stellaris is the actual worst part of the game for me (Ever seen a CR90 swarm against an ISD? Yep ISD wins quiet easily by sheer number of guns. The original author is Silfae, who created many outstanding portraits for Stellaris. _Absolute_Maniac_ • 2 yr. 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 would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Cruisers are great with anti armor duties, full Medium Plasma (lasers if you don't have it) still works really well on them, Missiles are also a good option for any ship if the enemy isn't using PD against you, even if they are, toss one Swarmer Missile on each Cruiser to draw PD fire for your Missiles or. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). Early-to-mid-game, cruisers with medium slot plasma and a hangar are OP. Plasma Weapons: + More base damage than disruptors, but less than a laser. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. Smarter Ship Design [3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I just can't find a reason to build this ship type, yet AI insist on building lots of this useless thinginto my federation fleet. When I get to battleships, I do 50/50 carrier/artillery mix and they make up about 1/5 of the fleet. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. Content is available under Attribution-ShareAlike 3. Plasma Strike Craft - 3 levels unlocked with the appropriate plasma technology and strike craft technology;. Plasma melts armor Torpedoes: one kind bypasses shields completely and is thought to be useful against fallen empires. 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. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). 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. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. 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. See more Stellaris modding information at odingaming. I had a friend in a federation with me (human friend), and our combined fleets' power doubled that of theirs. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Plasma is better against all things except corvettes. 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". Load up Stellaris 2. Energy weapons are good against armor but weak against shields. Vanidas Dec 3, 2016 @ 7:33pm. Remember that Stellaris doesn't really allow you to choose what techs to research. I still haven't gotten the option to research plasma throwers or disruptors for instance, can't research armor repair bots, can't build dreadnoughts either (maybe that was a mod, idk). More information can be found in Stellaris Dev Diary #293. Definitely. Autocannons will tear apart corvettes while kinetic batteries are battleship/station killers. -Better english localisations. 3) Zum größten Teil bei Punkt 1 erklärt worden. The standard and generally most powerful battleship build, which does well in every single scenario in a single player game of stellaris, is giga cannon + 4 proton launchers. Against shields only and armor only. If we're talking max tier lasers and plasma (T5 lasers T3 plasma), the in RAW dps, plasma is superior both in damage and in hull/armor bonuses. I decided to compare 4 main types of weapon against each other on same ship designs. 4. The higher tier energy weapons have much greater range than the plasma weapons do, higher dps, and at least for the s/m/l slots the lasers have higher tracking and accuracy. I seem to see a big preference for Plasma over lasers in guides I've read. g. InternetEnterprise. 75Plasma does more raw damage, but is only 50% against hulls. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. Well, Null Void Beam alone is a terrible idea. Torpedo assault carrier is the most balanced ship design. 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). Easy, plasma. 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. In the worst case scenario of Corvette vs Corvette, where the enemy corvette has 3 +Hull slots for maximum Disruptor Mitigation, 3 disruptors will still outperform the next best design: 1 autocannon +. They're great for close-range ships like corvettes or cruisers, and one of their best functions is as an alpha strike against single targets. 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. Pharmacokinetic Analysis. This is a problem that most modifiers have in Stellaris; instead of each one multiplying the output of the previous one, they all get added together and then applied to the base value. Jan 20, 2019. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. you need plasma accelerators (or even plasma cannons? i think some of those dependencies were changed in 1. A tech tree is fine for Civ but Stellaris is better without it. stellaris plasma. Stellaris 50499 Bug Reports 30970 Suggestions 19167 Tech Support 2905 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. But its slow rate of fire, as well as the lack of armor on smaller ships makes it a poor choice for fighting small vessels. . I actually ran some calculations in Excel after the 3. Lasers have a bit more tracking, but that really only applies to small weapons. 60 - Laser, Gauss, Plasma and Disruptor. u will see i already. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. Two autocannos and a plasma makes them quite good. Their plasma projectiles are even deadlier. 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. Baldrik3505 Corporal. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Empires live and die by the strength of their fleet in Stellaris. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. Thanks for any tips!They use direct energy: plasma, lasers, electricity, to damage the enemy ship. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Stellaris. Seems a pretty effective combination. Stellaris. 3, no longer locked to ethics or civics every player. ( 22 ); retention time was 3. Hey everyone. corisai Apr. I know the beginning is short, but as the title says it's a. I seem to see a big preference for Plasma over lasers in guides I've read. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. This page was last edited on 14 October 2017, at 10:55. Energy-eating plasma beings would be a bit redundant with that. 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. If any Stellaris Dev reads this text I propose a new Steam achievement: win a game as a pacifist (ironman) under default game conditions before you reach 500 hours of Stellaris gameplay. 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). Pragmatic Captain. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. Stellaris. I take you through every viable build currently in the game, why they work and the methodolg. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. SE Humanoid is an add-on to our previous entry that’ll further increase your species variety by adding new body types for the different “Humanoid” portrait groups available in vanilla Stellaris. 2. Redirect page. 5 ③ Phase Disruptors 50->62. ; About Stellaris Wiki; Mobile view Thanks for all these comments people! I feel like the next Stellaris YouTuber to upload a conclusive video on the issue will get some record-breaking likes That being said, I also wanted to share an important change that I personally glossed over as I was reading the patch notes. 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). This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree With a new ascension perk called Stellar Manipulation (requires tetradimensional. All of this means that mid and late game the top level laser weapons hit first, hit more types of ships, hit more often, and do more per hit than plasma weapons. 1 level 5 shield, 5 level 4 shields, 2 advanced reactor boosters, zero point reactor, jump drive, plasma. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 3) as prerequisite for arc emitters. - "Only" 50% AP, No Bonus vs. Missiles fly faster, therefore, they are better at getting through point defence. When in doubt, monobuild rail. Note : don't use plasma if you have a superior laser tech. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. Build a bastion in the system, and spam defense platforms with plasma or lasers. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. Tailor to your enemy. Council scientist with: 1. 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. Kinetic Weapons - Coilguns (Stellaris), Railguns (Stelaris), T-Bolter Mark I (Stellaris Rippercannons), T-Bolter Mark II (Stellaris Stormfire Cannons) Energy Weapons: T-Plasma Mark I (Stellaris Plasma Accelerators), T-Las Mark I (Stellaris Blue Laser) Explosive Weapons: Fusion Missiles (Stellaris) FTL - T-Warp Mark I, T-Gellar Mark I. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. ; About Stellaris Wiki; Mobile viewThanks for all these comments people! I feel like the next Stellaris YouTuber to upload a conclusive video on the issue will get some record-breaking likes That being said, I also wanted to share an important change that I personally glossed over as I was reading the patch notes. . If you are lazy you can make an anti missle laser driver ship. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. Hey people, I am currently in deep Shit with the endgame crisis Prethoryn Scourge and wanted to ask, how I can still win. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. Sometimes I'll use lasers and mass drivers as well, depends on the run. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In 3. All Discussions Screenshots Artwork Broadcasts. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. It looks like about 2. 15 vs Swarm, 9. Honestly, I don't even bother with mass drivers at all. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. I know some mods have done the nomadic origin, but I don't think it would work with this. 6 fleet composition. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. 0. 28 Badges. Any given battle will have hundreds to thousands of random rolls, so in aggregate they are pretty much guaranteed to produce something not meaningfully deviant from the average result. Jump to latest Follow Reply. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Because the malus affects the target. Stellaris Mods Used: Extra Ship Components 3. Not great, but not impossible. 7 and 3. 6 change. Energy req. Dec 16, 2016. Disruptors I mostly don't use unless. Plasma Accelerators Tech. 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 . r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. They basically have half the range (or less) than most of the more common weapons. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Thanks for any tips!Get ready to blast into new depths of the galaxy with the newest expansion pass for Stellaris: Console Edition! Expansion Pass Four includes: Federations: The pen is mightier than the plasma launcher in this expansion that focuses on the galactic community and its internal politics with expanded capabilities for federations and the establishment. I seem to see a big preference for Plasma over lasers in guides I've read. Mean peak plasma concentration (C max) and mean time to peak plasma concentration. 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. 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. ago. 1; Reactions: Reply. Apr 25, 2017 286 62. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). For Destroyers, Medium Weaponry works best. Usually that means that your ion cannons only have. Missile starting weapons (by the time you research battleships, you want to switch to kinetic and plasma though) Militaristic empire Warp drive Full tutorial on, when you start a new game. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. 9! Should still be compat with 3. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. You can use energy torpedoes or disruptors to bring down their shields to make these weapons more effective. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. This list only includes novel species or vanilla variants; you won't find portraits from other sci-fi universes (e. But combined with plasma, neutron or lances it is a really useful weapon. The only weapons that have a 0% chance to hit would be T/X-slot weaponry, large kinetic weaponry (artillery and gauss/coil/railguns), and large plasma. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Autocannons are good on corvettes. Plasma, I think. 0 unless otherwise noted. 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. troyunrau • President • 7 yr. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The dragon will 1 shot the platforms with its main weapon, but rarely hits the station itself. Lasers and plasma cannons are effective against heavily armored ships but less effective against shielded targets. (Ship count, as distinct from fleet power. I pretty much always go for missles in the beginning in fact that is one of the first things I do when I start the game is refit all of my ships to missiles. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. This page was last edited on 14 October 2017, at 10:55. If they're not using point-defence, you could counter them with a lot of missile weapons, which are longer range and pack a heavy punch that ignores shields. This update rebalances combat and ship design aspects once considered useless. #footer_privacy_policy. you should get a situation log notification for researching access to the galactic core. It's good by itself, but doesn't lead to other more advanced weapons. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. The mod’s main feature is introducing several new body types for each humanoid group, but it goes further. Because in the beginning armor is not a big deal and your weapon of choice later in the game to penetrate armor will be plasma, not lasers. It can be used as a solid general-purpose weapon of choice for most battles. Stellaris. Generally. Which is better depends on the target. 1 8th December 2018. Traits: Traditional, Strong, Ingenious, Sedentary, Wasteful. Its Psi-Lightning weapons are basically just slightly stronger versions of Cloud Lightning, with a damage range of 1-136 (IIRCas you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. As far as I know, Stellaris doesn't offer a way to have a mobile planet setup like that. As long as you have other weapons to deal with shields, plasma is generally better than the highest level laser. With all that said, Plasma is actually usable since it really is the only option in its niche. It has higher armor penetration, which will lead to probably more damage. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. 3/2. If your shields and armor can take it, good. Stellaris Real-time strategy Strategy video game Gaming. It scores high on versatility and reliability. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. 4. 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. Armored Torpedoes and Plasma Thrusters as valid tier 3 options, which usually means only one needs to be researched before Star Fortress will show up. 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. Physics research#Plasma Accelerators Tech. 6. 85 ± 5. 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. Disruptors and plasma chew through both shields and armour each respectively, so your best bet is out-ranging them with long-range weapons like missiles. Content is available under Attribution-ShareAlike 3. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. Plasma bombardment should. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. What do I do?Stellaris Destroyer Uses. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Where lithoids are basically rocks, plasmoids are basically stars, so one. only in theory. Deswegen kann mal der Wert schon um +/-1 abweichen. Zorro Nov 15, 2017 @ 6:06pm. Plasma Weapons: + More base damage than disruptors, but less than a laser. Thanks for any tips!Europe PMC. M plasma: 5. Plasma samples were analyzed using. I think their weapons do +50% to hull but I don't remember. Kaigen42 • 6 yr. 6 vs Queen, 9. If you don't get the corvette upgrades but missile techs instead, you might as well research missiles. Start a 52 mineral/month Market trade, selling excess to keep energy up. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. This is, IMO, the one thing that really sets Stellaris apart and really represents a step forward for the 4X genre. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. 2 they were the best. After that change, plasma became the best weapon because of its bonus vs armor and hull. Fill empty building slots with research labs. wolkenwand. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. Last edited by contact459; Aug 14, 2022 @. unlocking special options (terraforming, wormhole and gateway travel) Plasma is basically just better. 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 will do somewhat less damage vs 90% armor than plasma, but considerably more against shields, and will also penetrate regenerating shields. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). Reply. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. r/Stellaris. From what I remember, it’s an event that appears in the situation log and required physics research to reveal the core and lanes. Mining drone lasers do 75% against hulls, but have slightly less accuracy and damage. Easy, plasma. I’m still not exactly sure what types of fleet components I should be using though: they use ships with strike craft, whirlwind missiles. Well, Null Void Beam alone is a terrible idea. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. However, as this post shows, choosing between the two weapons is a little more convoluted. . I am playing a civilisation with the correct Origin and all, and have sent both individual manned science ships out into the unknown ten times, and even tried sending ten at once into an area where I haven't been earlier. The best weapon vrs Armor is Plasma 3. I really enjoyed my artillery fests but that playstyle is ded now. 10. This is a semi-unofficial update to NukaBoy's excellent Engineers of Life , uploaded with his permission. 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. I seem to see a big preference for Plasma over lasers in guides I've read. . Typically, Plasma Cannons are best for use against armor, but not against shields (Unbidden have shields and no armor, Scourge have armor and no shields). While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. I seem to see a big preference for Plasma over lasers in guides I've read. In a game with as many dice rolls as Stellaris, it's far more useful to think of it as such. . It scores high on versatility and reliability. Ships now get a limited number of disengagement opportunities. 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. 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. New Quest Chain: Interdimensional Portal. You'll take heavy losses, but it will die, and much earlier than if you had a 30k+ fleet to fight it head on. Fighters get shot down, missle get intercepted, plasma and disrupters. Detailed notes at the end of the description. FireclawDrake. 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. Beelining is following a dedicated research path in order to unlock a powerful technology. Which is better depends on the target. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Avoid missiles and torpedoes. The accurancy percentage value on your weapon indicates the probability to hit. Ship combat computers now try to keep certain ships at certain. vs FX2: win, 105. Stellaris Mods Used: Extra Ship Components 3. I do the same general build as Azunai, 1 Kinetic Artillery, 3 Medium plasma and 1 Flak. 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. 8, 3. Received widsom is yes, you should take Mass Drivers or Lasers. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. glee8e. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. It's the only weapon with less than 100 range to have a minimum range, and most weapons with minimum range have 120 or more maximum. Mono-cruiser fleets are totally viable. Kaikki oikeudet pidätetään. 3 eps. 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. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. BigBangA1. 417K subscribers in the Stellaris community. Anti-shield is sprinkled in the rest of the fleet, so that's covered. 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. Lasers look way more cool in active battle. Plasma Cannon Imbalanced? I ended up in a war with an empire who I didn't really like to begin with and planned to conquer anyways. 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. This way my BS take out any enemy. With energy weapons. Content is available under Attribution-ShareAlike 3. SE Humanoid. 64 Badges. The third fleet is all picket corvettes, with gauss and gamma lasers (or plasma/autocannons if you are swimming in research) and point defence. Sorry if this has already been discussed to death, been a while since I played Stellaris, so a lot has changed for me. I think the game definitely starts to die off if you play it as a boardgame - kind of a min-max resource management excercise. That's a 1:1 ratio, which means (relatively speaking) defense. Stellaris - Plasma accelerator. Thanks for any tips!For 3. Plasma seems to miss alot for my taste. The only new tradition that really shakes things up. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). 2. 9, where plasma is slightly OP due to all weapons and armor working differently back then. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. It's good by itself, but doesn't lead to other more advanced weapons. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Also, I just unlocked destroyers. 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. The best weapons are a combination of driver and lasers. Stellaris is at least partially about unleashing your imagination as you play. Content is available under Attribution-ShareAlike 3. Plasma is only useful if you have a way to increase its hit chance through aux fire controls and a line computer system, it's tracking's not great either. If you go disruptors and missiles though, a few carriers go along just fine. As long as you bring anti-shield stuff too. Are plasma cannons good Stellaris? Plasma LauncherEdit. Because of limited time in RL and major changes in stellaris 2. The plasma throwers will wipe any destroyers and cruisers if you’re using a combat computer. General Damage is best done bye Gauss Cannons. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances.