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. @endgui14: Unfortunately, no. Hopefully they revert the change but I highly doubt it. Hey everyone. Updated to 3. At maximum thrust the plasma thruster will use 913. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. HALO WARS STELLARIS v1. Stellaris 50499 Bug Reports 30970 Suggestions 19167 Tech Support 2905 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. Stellaris. 300k worth of firepower in battleships w/ plasma and tachyon lances should do the trick. Jump to latest Follow Reply. Council scientist with: 1. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. I seem to see a big preference for Plasma over lasers in guides I've read. Lasers: + Highest base damage compared to plasma and disruptors. The simple plasma accelerator is a weapon for all seasons in Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Plasma and Disruptors are both standard weapon techs available for everyone, but I’m not sure what their niche is. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. 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. pete3great Jun 28, 2021 @ 12:43pm. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Under the content folder you'll find megastructures, in that folder it'll have a file for each. Report. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. The plasma throwers will wipe any destroyers and cruisers if you’re using a combat computer. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). Stellaris technology list and IDs cheat. One factor being that Plasma is now the only energy weapon choice for L-slots which is as good as firing blanks. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Are Plasma Cannons better than Lasers in 2. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. . Specialise in science, or production, and shape your living planet forever. Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. 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. They are good against both armor and shields. numinos710 Fanatic Materialist • 3 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. This results in many weapon sounds being muted in heat fights. Zorro Nov 15, 2017 @ 6:06pm. unlocking special options (terraforming, wormhole and gateway travel) Plasma is basically just better. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. It does better damage and penetration. puts it on the level of lvl 2 laser / kinetics , so you should compare it with that; And at that point the Null Void is extremely strong! Against this plasma's are, frankly, a steaming pile of dung. The only time plasma wins out over lasers is in specialization. If your shields and armor can take it, good. Quark-gluon plasma, found in quark stars. I see in the internet that this is the easiest. A bit of a necro but I saw this and had to agree! I used to always create a humanoid common ground Democratic Crusaders Citizen Republic empire (Democratic Egalitarian Militarist with Citizen Service) which creates a very aggressive AI federation that is pro-democracy and anti-oligarhic/imperial which hates servitors and especially driven. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. its seems like its just better to get things like Plasma Throwers and Space Torpedoes and not bother with the weird monster tech. Without rating this mod it's much harder for others to find it. The original author is Silfae, who created many outstanding portraits for Stellaris. 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. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. 50 - Missiles, they have long ranges. Get into the role playing of your people a little bit. 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. Against this plasma's are, frankly, a steaming pile of dung. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Stellaris. Gigastructural ship IDs. 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. If you want Autocannons, stop with the Missiles. 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. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. 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. Energy-eating plasma beings would be a bit redundant with that. That's the idea. 16 DPS. 6. 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. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. So in my opinion the giga canon is really the way to go. AC have a max range of 30 and can only be small. 5. 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. I enjoy kinetic/Giga-cannon battleships for a long range alpha strike vs shields then carrier cruisers and plasma only destroyers/corvettes to clean up the rest. 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 •. Large lasers and proton launchers would have a 5% chance to hit. For M, S and L slots separately. Plasma Strike Craft - 3 levels unlocked with the appropriate plasma technology and strike craft technology;. Advertisement. I seem to see a big preference for Plasma over lasers in guides I've read. It is only visible to you. Stellaris > General Discussions > Topic Details. Plasma seems to miss alot for my taste. In early game, AIs tend to install missiles on outposts and players prefer hangar for defending Corvette rushes, so mixing a few point defense ships generally pays off. It has higher armor penetration, which will lead to probably more damage. 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. The scourge relies very heavily on missiles and strike craft. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. 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. This guide will be updated with every major stellaris patch being released. Mega Cannon is the go to choice because it reaches the enemy before other weapons due to X-weapons larger range and kinetic is good against the shields. You want anti-armor/anti-hull weapons. Especially if you're aiming for kill rate you'll need very specialized fleet. This is, IMO, the one thing that really sets Stellaris apart and really represents a step forward for the 4X genre. 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. Obviously Plasma. Ship combat computers now try to keep certain ships at certain. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. Minimum range combined with firing arc is a horrible concept. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. 10. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 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 think the game definitely starts to die off if you play it as a boardgame - kind of a min-max resource management excercise. Missiles are somewhat better against point defense, by dint. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae)Description. Details: -PECs have been renamed to Plasma Mortars, to better fit Halo lore. Small stormfire autocannon- 19. SE Humanoid. (Ship count, as distinct from fleet power. 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. When in doubt, monobuild rail. #2. Energy req. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. #footer_privacy_policy | #. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. ③ Plasma Cannons 50->62. 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 to be clinically healthy. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Early-to-mid-game, cruisers with medium slot plasma and a hangar are OP. 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). The plasma bombardment effect doesn't work for me but it could be a bug or a conflict with another mod. Ultimately went Kinetic on Battleships and Plasma on cruisers. Stellaris. 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. Thanks for any tips!138 votes, 59 comments. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Shields and anti-hull weapons. Where lithoids are basically rocks, plasmoids are basically stars, so one. What is Platelet-Rich Plasma or PRP? When you spin blood in a centrifuge, it separates into three main components: the heavy red blood cells at the bottom, then the white blood. It can be used as a solid general-purpose weapon of choice for most battles. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. B. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. #9. 1 level 5 shield, 5 level 4 shields, 2 advanced reactor boosters, zero point reactor, jump drive, plasma. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. NOTE: This mod has. Nobody is able to even Fight with those fleets except me (Rest of the. I decided to compare 4 main types of weapon against each other on same ship designs. Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. 4. 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. Just small slots though, the medium lasers can't compete with plasma. 0 unless otherwise noted. Because of limited time in RL and major changes in stellaris 2. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Defensively it has no armor or shields, just a ton of health. Presuming the Destroyer has Auxiliary Fire Control to deal with their accuracy problems and Picket computer to negate evasion, Kinetic Artillery is 87 DPS versus. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. And costs the same amount of energy to equip. A tag already exists with the provided branch name. So,my fleet is at 50k fleet power,and most of it is batteships and cruisers with kinetic artillery and neutron launchers,1 titan for the buff with the same tech,some PD and Plasma destroyers and a lot of torpedos and autocannon corvettes,all at the highest tech. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. + Ignores 100% Armor. For battleships I take the middle part with 2 Large, 2 middle Slots. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 6 for now. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Maybe it's what is used to help. Their high damage is really nice, and corvettes are fast enough that they don't need the range. u will see i already. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. After that change, plasma became the best weapon because of its bonus vs armor and hull. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. It scores high on versatility and reliability. 6 is still in beta so the balance keeps changing. 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. Kaikki oikeudet pidätetään. 28 Badges. I could not disagree more, tech trees are formulaic and make little logical sense. 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. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. vs FX2: win, 105. You want anti-armor/anti-hull weapons. They're using 1. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 2. 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. There are no way to change standart starbase weapons and armour/shields for I know but you can make Hangar Bays for shield notification and armour damage instead of Gun Batteries. One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. 4 damage taking into account accuracy and evasion. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Stability is a sign of high or low pop production. Jun 4, 2020. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae) Description. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Also kinetics sucks now. Plasma is good, but it should also be paired with kinetic weapons. Antimatter, found in antimatter stars. Plasma: For me, this is the jack of all trades weapon. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. I actually ran some calculations in Excel after the 3. r/Stellaris. Stellaris Mods Used: Extra Ship Components 3. 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. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. Definitely. 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. 0 average damage and will hit 60% of the time, for 47. Jan 20, 2019. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The simple plasma accelerator is a weapon for all seasons in Stellaris. 14 Badges. #1. In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Large Plasma is notoriously bad with that 45-80 range. Battleships have X as their main Spinal Weapon once researched, think MAC from Halo. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. If I have a shield nullification system, I'll make special platforms that are full armor. 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. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. Hull- 9. enemy leans much more torwards battle ships and. r/Stellaris • How to counter corvettes spam and making ships useful. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. Alle produzierten Rostoffe wandern ins Hauptlager und dann werden alle Ausgaben aus diesem getätigt. Point-Defense: your only anti-missile option before getting to Cruisers. 00. Agreed. I know some mods have done the nomadic origin, but I don't think it would work with this. Reply. Still learning combat and I thought I had decent missile defense. Stellaris' semi-random tech system just makes far more sense than being able to plan your technological progress centuries into the future and gameplay wise it makes each games slightly different. 6 for now. LATEST UPDATE. Tech is limited by the number of Researchers you can run. 2 they were the best. 8%. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. Choose weapons that ignore or are more effective against the enemy’s ship design. Jump to latest Follow Reply. Plasma is basically just better. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. The accurancy percentage value on your weapon indicates the probability to hit. Less dps than plasma and coils, but coils can be intercepted, and both coils and plasma can be blocked entirely by armor -- while lasers ignore armor at certain range. Fox McCloud First Lieutenant. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Also, added bonus: plasma is easier to research as well. These IDs are usually used with the research_technology tech ID command. This page was last edited on 14 October 2017, at 11:49. Are plasma cannons good Stellaris? Plasma LauncherEdit. 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. ( 22 ); retention time was 3. First - lasers have more RoF (I'm looking into game. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. _Absolute_Maniac_ • 2 yr. How soon you can start shooting. 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. kan_ka • 1 yr. The best weapons are a combination of driver and lasers. As far as I know, Stellaris doesn't offer a way to have a mobile planet setup like that. 62 dpd and see above MD actually have quite high base damage. . In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. 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. 85 ± 5. Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. Cautious is the optimal policy. Members Online •. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). Plasma also has lower accuracy and I think a slightly longer cooldown per shot. 2 Proton Torpedos, one m-plasma and one m-laser. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. All empires will have. 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. ago. In Stellaris there is only ship design and fleet management. What do I do?Stellaris Destroyer Uses. Bring a corvette fleet with plasma/lasers. Neutron Sweeping: 48000: 5 Neutron Sweep colossus weapon Colossi; Completed the Colossus Project; Pacifist; Either: Spiritualist; If Utopia DLC: Mind over Matter Two autocannons and one plasma. 5 ③ Arc Emitters 45->56. Mai 2016 um 6:42. I like them on corvettes before I get plasma cannons. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Maybe I get the time to start a new line of this mod, may be not. 5 ③ Neutron Torpedoes 50->62. Stellaris is at least partially about unleashing your imagination as you play. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Which means they start "tickling" the enemy ship modules, potentially knocking out important modules like weapons, PDs (which allows your coils to fly unopposed and finish off. Thanks for any tips!Elcuern0 • 3 yr. Description. 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。. Vanidas Dec 3, 2016 @ 7:33pm. I find that plasma works better. Star Wars, Warhammer 40K) here as I find they break immersion. Their ships have no shields but a FUCK TON of armor and hull points. 1; 2; Next. 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). Nulls were fired but plasma not. 0 unless otherwise noted. Incorporating secondary weapons such as lasers or. 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. It makes tech trees flow better and while you can still aim for specific techs, there's no. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 8%. Lasers have a bit more tracking, but that really only applies to small weapons. 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). It looks like about 2. P. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. For some reason it has 45-80 range, which is weird. 3, no longer locked to ethics or civics every player can use all 3. that is a 325% difference in base DPS before adjusting for modifiers. Nov 25, 2021; Add bookmark #1 Hi, I've come across an event that calls for a "Transport Ship" in orbit around a Rebel Ship,. So it will not make energy guns automatically. 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. 25 Modifiers. guess disintegrators aren't too bad, but they aren't really specialized and so aren't particularly good at anything. See more Stellaris modding information at odingaming. 2 they were the best. 22 Badges. 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. 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. For your Corvettes keep the build the other person recommended, autocannons and plasma, until you unlock torpedoes. ; About Stellaris Wiki; Mobile viewThe problem is that it's a boast to some robots during a war dec, it could be called the T1 missile yield or the T2 missile yield if you stretched it. 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. 1 8th December 2018. 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. TheMoe Colonel. First Contact. My first war got me a big head start in plasma accelerators when I still haven't gotten around to researching red lasers. Thanks for any tips!First, lets assume our target corvette is evasion capped at 90% (worse case scenario for us). 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. 5 average damage and will hit 80% of the time, for 25. Expansion Pass Six will be available November 21st!Plasma concentrations were measured using a validated high performance liquid chromatography method, and PK data was obtained using a non-compartmental analysis. 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. Best. With 90 Evasion Corvettes, the Medium Gamma Laser does 79. Thanks for any tips!科技 ( Technology )是群星中的重要游戏概念。. Give me a reason to build cruisers. Flak seems to be the best point defense right now, and disruptors and plasma throwers are fine though shields are so weak some people even go as far as recommending plasma cannon only ships. You also need a large amount of territory and planets to colonize; more planets means more pop growth means more jobs and more researchers. Legend : Brawler : Weaponry based of. 9. 1x Emitter/4x Large Plasma won every fight, losing an average of 92 out of 160 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. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. ago. 2. ago. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. stellaris plasma. Content is available under Attribution-ShareAlike 3. Dec 8, 2018 337 1.