stellaris plasma. Without rating this mod it's much harder for others to find it. stellaris plasma

 
 Without rating this mod it's much harder for others to find itstellaris plasma  Defensively it has no armor or shields, just a ton of health

). Once you have Cruisers this is completely and totally outclassed by Carriers and you shouldn't use it. It's a real either/or situation, but personally, stability. I was wrong. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. However, they can be effective at chipping away at larger ships as well. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. u will see i already. You want anti-armor/anti-hull weapons. Stellaris 50396 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213. As cruisers are at the front of your fleet and charge forward first I also build some with 5 Medium Plasma/ Gauss mix and 1 Flak for close range fighting. Best to standardise. Empires live and die by the strength of their fleet in Stellaris. mcsproot. Disruptors and the new L-size autocannon are a joke with 40 range on a battleship (shortest range ship computer only advances to 50 range). ago. 49 vs Warrior;. Missiles have few strengths and many weaknesses. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Reply reply. Reply. Dec 8, 2018; Add bookmark #1 I've seen mention that--in reference to the Admin Cap--you shouldn't claim a worthless star. Stellaris. In this, the eleventh episode of my Let's Play Guide, I am going to start from the beginning; sharing strategies, tips and tricks to help improve your games!. 5 ③ Phase Disruptors 50->62. 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. 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. AC also have higher tracking and lower range. The original author is Silfae, who created many outstanding portraits for Stellaris. So, me and my friend jump in the system and within the first second, two. Just a tad confused about what to do to get the achievement. Stellaris technology list and IDs cheat. 5. When it comes to AI you need plasma only until you get proton, and neutron launchers. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. wolkenwand. Loadinv save fixed it. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. Plasma bicarbonate concentration was calculated by application of the Henderson-Hasselbalch equation using values as a function of pH (Albers & Pleschka, 1967) and CO 2 solubility, (Pleschka & Wittenbrock, 1971) determined in plasma of Scyliorhinus stellaris. Makes them able to get through both armour and shields. At maximum thrust the plasma thruster will use 248 pps + 386 pps per superconductor. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. 1 level 5 shield, 5 level 4 shields, 2 advanced reactor boosters, zero point reactor, jump drive, plasma. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. 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. That said, I do mix PD+kinetic corvettes into laser/plasma ones at 1:3 ratio on the off-chance I run into AI personality that spams missile corvettes - that can. Dec 8, 2018 337 1. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. #footer_privacy_policy. 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 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. ; 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. I seem to see a big preference for Plasma over lasers in guides I've read. Their ships have no shields but a FUCK TON of armor and hull points. Energy weapons are good against armor but weak against shields. 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. I seem to see a big preference for Plasma over lasers in guides I've read. #2. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack. Thanks for any tips!For 3. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. Ships now get a limited number of disengagement opportunities. S. 1; 2; Next. This way my BS take out any enemy. Stellaris. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. Subscribe to download. Now I just have to re-train my Elite angerous brain to remember that in Stellaris energy is good vs hull, kinetic good vs shields. 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. 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. Armor was at 50% or below. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. M plasma: 5. Missile Defense. 3, no longer locked to ethics or civics every player. Also, don't mix missiles and non missiles. The happier the pops the higher the stability. Hey people, I am currently in deep Shit with the endgame crisis Prethoryn Scourge and wanted to ask, how I can still win. 99. Energy-eating plasma beings would be a bit redundant with that. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. Take pops off your bureau building. casual friendly. It scores high on versatility and reliability. 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. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. I seem to see a big preference for Plasma over lasers in guides I've read. Build city districts to get more slots for more research labs. Point-Defense: your only anti-missile option before getting to Cruisers. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. • 5 yr. Usually that means that your ion cannons only have. Gigastructural ship IDs. 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. Secondly, I've researched basically everything there is to research and I feel like there's still a fair bit of tech that I'm missing or unable to research if I remember correctly; 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. 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. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. I recommend the Regular Version for medium to high-end PC's. Mai 2016 um 6:42. I know the beginning is short, but as the title says it's a. New Quest Chain: Interdimensional Portal. 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. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. 15 vs Swarm, 9. 9! Should still be compat with 3. With all that said, Plasma is actually usable since it really is the only option in its niche. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. DLCs/version. 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. Plasma, I think. + Requirement for Particle (and Tachyon) Lances. Plasma is good, but it should also be paired with kinetic weapons. Automated Dreadnought question. About Europe PMC; Preprints in Europe PMCI seem to see a big preference for Plasma over lasers in guides I've read. 99. Not as high as KA, but higher than plasma or lasers. 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. Description. 3 comments. Baldrik3505 Corporal. 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. r/Stellaris • Plasma Changes in 2. 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. And Large Plasma is no better. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Plasma melts armor Torpedoes: one kind bypasses shields completely and is thought to be useful against fallen empires. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Kaikki tavaramerkit ovat omistajiensa omaisuutta Yhdysvalloissa ja kaikkialla maailmassa. Replace bureau office with research lab. Thanks for any tips!Go to Stellaris r/Stellaris. Obviously Plasma. One factor being that Plasma is now the only energy weapon choice for L-slots which is as good as firing blanks. Nulls were fired but plasma not. The Cutting Lasers you get from mining drones. 2. Members Online. + Requirement for Particle (and Tachyon) Lances. For M, S and L slots separately. Updated to 3. Help against Holy Guardians. 5 ③ Arc Emitters 45->56. Plasma is better against all things except corvettes. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. 02 DPS to be fair. Any new planet. ; About Stellaris Wiki; Mobile viewNov 9, 2023Plasma is an evolutionary dead end. Oherwise your fleet will melt before even getting a chance to properly damage the enemy. Al has major fetish for point defence. Energy req. 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). It has higher armor penetration, which will lead to probably more damage. ago. Missiles are somewhat better against point defense, by dint. Stellaris > General Discussions > Topic Details. They have since "mostly" fixed this by making weapons have sticky targeting. Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. Without rating this mod it's much harder for others to find it. What do I do?Stellaris Destroyer Uses. It does better damage and penetration. 3. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). Which is better depends on the target. A tech tree is fine for Civ but Stellaris is better without it. PD is an excellent counter to many of their offensive capabilities. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. vs FX2: win, 105. Back is Kinetic, Front is Mega-cannon. Armor- 12. It's totally backwards to me. I seem to see a big preference for Plasma over lasers in guides I've read. LATEST UPDATE. Which is why it's quite hilarious when your stellar accelerator actually does create a black hole and oopsies the solar systems' habitable worlds. 00. Ships now get a limited number of. When in doubt, monobuild rail. Dark Matter techs are only unlocked from Fallen Empire debris. 3, no longer locked to ethics or civics every player can use all 3. So why, then, does plasma do so much less damage than autocannon? The small T3 plasma cannon ends up averaging 5. Zorro Nov 15, 2017 @ 6:06pm. Go to Stellaris r/Stellaris. Which is better depends on the target. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. #1. I really enjoyed my artillery fests but that playstyle is ded now. 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 engineering. 1. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. If you have feedback, please leave it in a comment below. 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". The difference in tracking between the two lessens as size increases, to the point that there is no difference in tracking between large lasers and plasma. These IDs are usually used with the research_technology tech ID command. I’m still not exactly sure what types of fleet components I should be using though: they use ships with strike craft, whirlwind missiles. They are extremely effective against armor and very effective against hull, but highly. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Dec 16, 2016. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Noble. . The only new tradition that really shakes things up. This. Content is available under Attribution-ShareAlike 3. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. kan_ka • 1 yr. 85 ± 5. ago. 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. 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. 6. Cautious is the optimal policy. 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). Bring a corvette fleet with plasma/lasers. 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 . Still learning combat and I thought I had decent missile defense. troyunrau • President • 7 yr. I really enjoyed my artillery fests but that playstyle is ded now. Next Last. Thanks for any tips!Prethoryn Scourge counter strategy. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Description Plasma accelerator Game Version 2. 10] This mod aims to guide the AI empires to design its ship designs more effectively and adds a few ship sections I felt were lacking. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. For M, S and L slots separately. This is only possible with the L-drakes. The only time plasma wins out over lasers. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Ship combat computers now try to keep certain ships at certain. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. Plasma. Plasma: 2. Slightly. Two autocannos and a plasma makes them quite good. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. For Stellaris version 3. Best. Also, I just unlocked destroyers. They are good against both armor and shields. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. To make matters worse, the Plasma tech line is freaking expensive to tech into. The issue is that Plasma is a dead-end tech that leads nowhere, while all the powerful late-game weapons require you to have researched Lasers as a prerequisite. 0 unless otherwise noted. Seems a pretty effective combination. 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. + Ignores 100% Armor. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. you need plasma accelerators (or even plasma cannons? i think some of those dependencies were changed in 1. Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. Only draw back is the lower tracking and accuracy. I always heard that if you put disruptors, you should only put disruptors. . Those beats all anti-armor weapon in damage, and dps. Thanks for any tips!科技 ( Technology )是群星中的重要游戏概念。. 300k worth of firepower in battleships w/ plasma and tachyon lances should do the trick. Description. Stellaris Wiki Active Wikis. 99 DPS. Put + tracking pieces in the auxiliary slots. Is matter disintegrator any good? I just got it from the unbidden and thinking about swapping it for neutron launchers on my artillery battleships. - Lowest Range. Stellaris - Plasma accelerator. 3 new edicts that make use of the new strategic resources. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). x "Caelum". The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. 24 , 24. If you go disruptors and missiles though, a few carriers go along just fine. Thanks for any tips!Stellaris 50447 Bug Reports 30795 Suggestions 19134 Tech Support 2888 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1216. Only draw back is the lower tracking and accuracy. This is a searchable and complete list of Stellaris technologies and their IDs. 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. 99/day—nearly four times as much. Accurancy is another check to suceed after the enemy doesn't evade your fire. Here's a quick guide on what different weapons do in game. So as long as you have enough of both types you won't have any problem. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. Hence we can look at the coverage that these two ships of the line carry: The hybrid bomber class deals better with a spread of enemies at low numbers, but performs poorly when outnumbered by escorts. Lance is ignored for, well, pretty much the same reason. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. As it says. I think the game definitely starts to die off if you play it as a boardgame - kind of a min-max resource management excercise. The general makeup of my mid-to-late game fleets is 1/3rd kinetic weapon ships, 1/3rd plasma ships, and 1/3rd Point Defense ships. 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. [deleted]Do not drop the PD destroyers, spiritualist FEs got some missles on their ships, with a few PD destroysers you negate that damage completely (also throw in some flak to counter their strike crafts). Thanks for any tips!138 votes, 59 comments. 6 vs Queen, 9. 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. 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. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. Best. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. The only viable "missiles" are neutron torpedoes (personally I prefer gauss/stormfire for shield stripping as they can actually deal damage once shields are down) and devastators (amazing damage, but suffer all the drawbacks of missiles at a reduced fire rate). (Ship count, as distinct from fleet power. 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. u dont need look screenies i have added this morning in my profile/stellaris list, they concern first part of 7thGen ships i made in my last campaign (corvs, DDs & supports). plasma is better against high armor. Note : don't use plasma if you have a superior laser tech. They only have hull, and plasma is one of the few +hull damage weapons iirc. 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. For your Corvettes keep the build the other person recommended, autocannons and plasma, until you unlock torpedoes. 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. 5 the meta is still a 70/30 mix of artillery battleships and carrier battleships, countered by a full fleet of artillery battleships, which is countered by a swarm of torpedo corvettes. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine. See more Stellaris modding information at odingaming. 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). 0. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Stellaris 50499 Bug Reports 30970 Suggestions 19167 Tech Support 2905 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Before 2. Plasma, Particle Launchers, Torpedoes, etc. Specialise in science, or production, and shape your living planet forever. 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. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Stellaris. But combined with plasma, neutron or lances it is a really useful weapon. 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. Stellaris. 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. This page was last edited on 14 October 2017, at 10:55. 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). 3 eps + 880 eps per superconductor ring. vs FX2: win, 105. 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. Their plasma projectiles are even deadlier. 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. -Overhauled balance. Choose weapons that ignore or are more effective against the enemy’s ship design. Agreed. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. When in doubt, monobuild rail. -new and updated graphics. 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. Lasers look way more cool in active battle. Star Wars, Warhammer 40K) here as I find they break immersion. All that I did is fixing the particular mod that shouldn't become oblivion. It scores high on versatility and reliability. The original author is Silfae, who created many outstanding portraits for Stellaris. Plasma Weapons: + More base damage than disruptors, but less than a laser. only in theory. Mono-cruiser fleets are totally viable. Dolores_Mugambe. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Their ships have poor to no shielding. Thanks for any tips!Plasma thrusters also consume significant resources even while just idling: While charged, but not producing thrust the plasma thruster will use 913. I seem to see a big preference for Plasma over lasers in guides I've read. One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. Not great, but not impossible. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Gauss do more DPH and have less penalty hitting armour. Pharmacokinetic Analysis. In 3. 6 change. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Torpedo assault carrier is the most balanced ship design. 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. For battleships I take the middle part with 2 Large, 2 middle Slots. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 6 fleet composition. This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. It usually appears mid-game for me, don’t know the trigger. Depends on the enemy’s defenses. 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). Well, they do excel at two things, killing station defenses and lighter ships at a long range. 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 •. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles.