Stellaris plasma. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). Stellaris plasma

 
 Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's)Stellaris plasma  Council scientist with: 1

The original author is Silfae, who created many outstanding portraits for Stellaris. 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. Use it to very quickly take down shields, then everything else rails the target with plasma and tachyon lances. ; 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 use auto-generated ship designs those will also be improved. However, as this post shows, choosing between the two weapons is a little more convoluted. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae)Description. Stellaris. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. 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. 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. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Plasma, I think. Offensively: Plasma launchers, mining lasers, or lasers - Crystalline Entities have resilient and regenerating hulls, but no shields or armor; Unique salvage: Crystal-Infused Plating from ships, Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game. Plasma Weapons: + More base damage than disruptors, but less than a laser. The third fleet is all picket corvettes, with gauss and gamma lasers (or plasma/autocannons if you are swimming in research) and point defence. enemy leans much more torwards battle ships and. It has higher armor penetration, which will lead to probably more damage. InternetEnterprise. Ships now get a limited number of. 10. 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: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. In Stellaris combat all ships are always firing but not all ships are always receiving fireAn einigen Stellen wird von Stellaris her nur eine Zahl vor dem Komma angezeigt, es wird aber mit Nachkommastellen gerechnet. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Relentless: Use in the command phase on a friendly vehicle. A Plasma Cannon has almost identical base damage, a longer. This guide will be updated with every major stellaris patch being released. You also need a large amount of territory and planets to colonize; more planets means more pop growth means more jobs and more researchers. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. You can now justify going Militarist on a tech rush build; it doesn't give any economic bonuses, but with the opportunity cost of Technocracy no longer a big deal you can absolutely afford that for stronger military bonuses later. 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). vs FX2: win, 105. 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. 4. I seem to see a big preference for Plasma over lasers in guides I've read. 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. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. 9 ‘Caelum’ is Out, What’s Next? r/Stellaris • 3. Finally, the focused arc emitter is very good, particularly because it never misses. 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. For battleships I take the middle part with 2 Large, 2 middle Slots. Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. Ha! I dare. But it depends who you are fighting. Their ships have no shields but a FUCK TON of armor and hull points. 2 Patch Released. numinos710 Fanatic Materialist • 3 yr. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. When you get the plasma accelerator, it gives the description for the caravan cannon when you mouse over the small/medium/large icons intead of the correct tooltip. Plasma seems to miss alot for my taste. The higher the stability the more production you get out of them. For Stellaris version 3. I seem to see a big preference for Plasma over lasers in guides I've read. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. For Stellaris version 3. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Automated Dreadnought question. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. This lead to every ship that loses its shield immediately getting focus fired down. #2. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. 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. Stability is a sign of high or low pop production. pete3great Jun 28, 2021 @ 12:43pm. This is a searchable and complete list of Stellaris technologies and their IDs. 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,. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. Remember that Stellaris doesn't really allow you to choose what techs to research. NOTICE: This mod is intended for low to medium-end PC's. Content is available under Attribution-ShareAlike 3. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. All empires will have. @endgui14: Unfortunately, no. ★Looking at 9 Great & New SPECIES PORTRAIT MODS for STELLARIS - Make Your Games Unique! Pictures, Text, Info, Discussion only :-) Stellaris News Playlist (Ne. I actually ran some calculations in Excel after the 3. Stellaris Real-time strategy Strategy video game Gaming. S. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Energy req. Plasma. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. And at least it sounds plausible. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. All avail. Hull- 9. 99 DPS. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Jump to latest Follow Reply. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. Armor- 12. Thanks for any tips!138 votes, 59 comments. If you're going for Plasma Cannons, don't research Disruptors. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. Minimum range combined with firing arc is a horrible concept. ③ Plasma Cannons 50->62. Alle produzierten Rostoffe wandern ins Hauptlager und dann werden alle Ausgaben aus diesem getätigt. Menu. 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。. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Load up Stellaris 2. It does better damage and penetration. 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). Physics research#Plasma Accelerators Tech. Energy weapons such as Plasma Accelerators, Particle and Tachyon Lances, and Laser Cannons melt their armor and hull right off for some nice space BBQ. . One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. 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. And Large Plasma is no better. At 40 repetitions you have increased the damage by 200%. Plasma is an evolutionary dead end. I don't see a lot of people getting creative with their battle groups, after all, it's a lot easier to just make all corvettes then all battleships, but there's tons of room to play, especially in single player. 9! Should still be compat with 3. There is no point to Proactive stance. Stellaris. 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. Gigastructural ship IDs. 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. Legend : Brawler : Weaponry based of. For M, S and L slots separately. I decided to compare 4 main types of weapon against each other on same ship designs. 70 dpd, -30% shield damage and 80% armor pen M MD: 6. 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. 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. 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. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. 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. I have encountered a mod conflict in my recent game with the legacy version of Gigastructural Engineering,which leads to the Stellar Systemcraft never spawning upon completion of the megastructure. Pragmatic Captain. Under the content folder you'll find megastructures, in that folder it'll have a file for each. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. -Overhauled balance. New Quest Chain: Interdimensional Portal. . needed and were stuck with insane research times like 40-60 months when all we. stellaris plasma. Plasma Thrusters 8000: 3 Plasma Thruster Ion Thrusters Base: 81. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. ago. 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. 4. Accurancy is another check to suceed after the enemy doesn't evade your fire. Stellaris is at least partially about unleashing your imagination as you play. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. 0 unless otherwise noted. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. May 21, 2018 @ 2:49pm Missiles, Torpedoes, and Swarmers. This is a semi-unofficial update to NukaBoy's excellent Engineers of Life , uploaded with his permission. Kaigen42 • 6 yr. Against shields only and armor only. At maximum thrust the plasma thruster will use 913. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Best. Council scientist with: 1. While on paper more influence sounds nice, you only get. The plasma does more to them than a laser because of the bonus to armor and. They are extremely effective against armor and very effective against hull, but highly ineffective against shields. Stellaris. 3) Zum größten Teil bei Punkt 1 erklärt worden. More information can be found in Stellaris Dev Diary #293. Reply reply. I seem to see a big preference for Plasma over lasers in guides I've read. 00. Members Online •. After that change, plasma became the best weapon because of its bonus vs armor and hull. M plasma: 5. Content is available under Attribution-ShareAlike 3. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. BigBangA1. ( 22 ); retention time was 3. 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. Report. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. 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. Stellaris cheats and commands. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The best weapon vrs Armor is Plasma 3. Reply. Definitely. #14. Physics research#Plasma Accelerators Tech. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). Not as effective but still effective. 6 that's still being established. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. They're missiles, strike craft and acid bursts that either shreds or ignores shields. The scourge relies very heavily on missiles and strike craft. Large Plasma is notoriously bad with that 45-80 range. Dec 8, 2018; Add bookmark #1 I've seen mention that--in reference to the Admin Cap--you shouldn't claim a worthless star. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. The happier the pops the higher the stability. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development. 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. All the images are of ship designs the AI created with this mod. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. See more Stellaris modding information at odingaming. 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. 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. Stellaris uses technology card system - that means that each time a technology is researched, a player is given a choice to research one of the N available technologies. 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. More Unity, Energy, Worker Output, bonus to army damage. Is one of them more potent than the other, or do they have their own. Replace commerce building with research lab. Plasma samples were analyzed using. 85 ± 5. 0 unless otherwise noted. Only by about . 2. Yeah the S- or M plasma on Line Cruisers are fine. x "Caelum". Plasma and Disruptors are both standard weapon techs available for everyone, but I’m not sure what their niche is. 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. They're using 1. 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. Compatible with Stellaris v2. 27. 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. 25 ③ Tachyon Lances 35->43. A tech tree is fine for Civ but Stellaris is better without it. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. Also kinetics sucks now. Plasma and laser weapons have different characteristics. In Stellaris "It depends" is very much the thing. Pharmacokinetic Analysis. After that change, plasma became the best weapon because of its bonus vs armor and hull. Stellaris 50396 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213. Before 2. Plasma Strike Craft - 3 levels unlocked with the appropriate plasma technology and strike craft technology;. Evasion is useless as it has very high. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. AC also have higher tracking and lower range. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. For M, S and L slots separately. They will do somewhat less damage vs 90% armor than plasma, but considerably more against shields, and will also penetrate regenerating shields. All that I did is fixing the particular mod that shouldn't become oblivion. The Cutting Lasers you get from mining drones. Vanidas Dec 3, 2016 @ 7:33pm. g. Swarm lover Major. 2. 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. Well, Null Void Beam alone is a terrible idea. 3. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. 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. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor penetration. As long as you bring anti-shield stuff too. Kaikki tavaramerkit ovat omistajiensa omaisuutta Yhdysvalloissa ja kaikkialla maailmassa. + Ignores 100% Armor. If you go disruptors and missiles though, a few carriers go along just fine. This means that, on things where you can stack a bunch of bonuses, the marginal positive or negative modifier doesn't do as much as it implies. Lasers have a bit more tracking, but that really only applies to small weapons. It scores high on versatility and reliability. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. 9. Plasma is better against all things except corvettes. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against),. For your Corvettes keep the build the other person recommended, autocannons and plasma, until you unlock torpedoes. 25-30K with plasma and armor piercing things (like torpedoes). 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. Thanks for any tips!First, lets assume our target corvette is evasion capped at 90% (worse case scenario for us). Cautious is the optimal 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. Tech rush to your little heart's content. HALO WARS STELLARIS v1. Antimatter, found in antimatter stars. I seem to see a big preference for Plasma over lasers in guides I've read. Plasma Plasma are best used in small ships to fight larger ships when you don’t have enough/good enough large ship of you own. SE Humanoid. Regular dragons work a little bit differently. Those beats all anti-armor weapon in damage, and dps. Only draw back is the lower tracking and accuracy. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). 6 for now. The tracking bonus of Lasers also disappears once you get to the Large slot. Stellaris technology list and IDs cheat. Star Wars, Warhammer 40K) here as I find they break immersion. 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. 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. 9! Should still be compat with 3. vs FX2: win, 105. 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. 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. Ultimately went Kinetic on Battleships and Plasma on cruisers. That's a 1:1 ratio, which means (relatively speaking) defense. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. Large lasers and proton launchers would have a 5% chance to hit. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Subscribe to download. 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. 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. 5 ③ Arc Emitters 45->56. 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. 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. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. 4. 03 dmg/day, while the (also small) T3 stormfire autocannon does 19. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. PD is an excellent counter to many of their offensive capabilities. 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). Which is better depends on the target. . Lasers look way more cool in active battle. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. If your shields and armor can take it, good. P. 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. 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. Lasers are usefull to unlock Tachyon lancers. It has higher armor penetration, which will lead to probably more damage. Stellaris. They are good against both armor and shields. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. _Absolute_Maniac_ • 2 yr. Easy, plasma. - "Only" 50% AP, No Bonus vs. Dec 16, 2016. 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. Because of limited time in RL and major changes in stellaris 2. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. I cannot afford this right now, and I don't know how to change it. So, me and my friend jump in the system and within the first second, two. 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). 8%. It is only visible to you. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. 8, 3. 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. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. 8, 3. I recommend the Regular Version for medium to high-end PC's. Plasma launchers launch balls of highly energized and destructive plasma. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. It's obviously based on the real-life fear/hysteria people had about the Large Hadron Collider potentially creating a black hole that would end the world. 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. Tailor to your enemy. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. ago. Sort by: Open comment sort options. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. 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. As long as you have other weapons to deal with shields, plasma is generally better than the highest level laser. 0 average damage and will hit 60% of the time, for 47. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine. 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. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 64 Badges.