Stellaris plasma. Dark Matter techs are only unlocked from Fallen Empire debris. Stellaris plasma

 
 Dark Matter techs are only unlocked from Fallen Empire debrisStellaris plasma  I have 50 destroyers fitted with flak turrets and that is my fleet’s

So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. For your Corvettes keep the build the other person recommended, autocannons and plasma, until you unlock torpedoes. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. SE Humanoid. 417K subscribers in the Stellaris community. 15 vs Swarm, 9. 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. enemy leans much more torwards battle ships and. The happier the pops the higher the stability. 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 Stellaris there is only ship design and fleet management. Especially if you're aiming for kill rate you'll need very specialized 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. 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. . Yeah, I run pure plasma and haven't had issues against the AI. 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. Pragmatic Captain. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. For M, S and L slots separately. It's a real either/or situation, but personally, stability. If you're going for Plasma Cannons, don't research Disruptors. g. Their ships have no shields but a FUCK TON of armor and hull points. For that reason I typically don't even research plasma weapons until I need a tech draw re-roll. Did you ever just play it in super slow to watch the. stellaris plasma. I seem to see a big preference for Plasma over lasers in guides I've read. 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. 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. Heyo, this mod was abandoned so I've taken it up to do upkeep and what not! The original mod was made by Quol but he is the dead (not literally), so ya (his description below) This submod for Gigastructural Engineering adds new systems centered around collecting. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Jun 1, 2022; Add bookmark #1 So ive been playing a few games with overlord. The Cutting Lasers you get from mining drones. 3, no longer locked to ethics or civics every player. Gauss Cannons have longer range and can be small, medium or large. Shields. Content is available under Attribution-ShareAlike 3. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. 26 for Stellaris 3. 6 for now. First Contact. This is a mod sort of complimentary to either Kepler68's More Star classes, or Annatar's Real Space,. 10. As long as you have other weapons to deal with shields, plasma is generally better than the highest level laser. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Specialise in science, or production, and shape your living planet forever. But combined with plasma, neutron or lances it is a really useful weapon. I know the beginning is short, but as the title says it's a. - about 1/4 torpedo frigates (new ship class) - about 1/4 brawler type corvettes and destroyers. 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. I recommend the Regular Version for medium to high-end PC's. apf5 • 6 yr. 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 Mods Used: Extra Ship Components 3. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. ; 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. 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. 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. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I like them on corvettes before I get plasma cannons. Sort by: Open comment sort options. Which is why it's quite hilarious when your stellar accelerator actually does create a black hole and oopsies the solar systems' habitable worlds. 5 average damage and will hit 80% of the time, for 25. Donating plasma. Stellaris. It usually appears mid-game for me, don’t know the trigger. Large Plasma is notoriously bad with that 45-80 range. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Baldrik3505 Corporal. I don’t know if it’s a mod conflict, or if RNG is just against me, but I’m neck-deep in repeatables, and it still won’t show up in the shuffle. I seem to see a big preference for Plasma over lasers in guides I've read. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. A direct example is the crystal entities or any of the no shield leviathans. Go. unlocking special options (terraforming, wormhole and gateway travel) Plasma is basically just better. 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. Jump to latest Follow Reply. 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. Tutti i marchi appartengono ai rispettivi proprietari negli Stati Uniti e in altri Paesi. Updated to 3. PD can't fill every weapon slot (usually around half,) so fill the other half of the slots on your PD ships with either Kinetic or Plasma, depending on what you're seeing more of (Kinetic weapons are great at taking. 6 for now. When in doubt, monobuild rail. And Engineering research seems more busy in general so weapons from blue tech also seems like a. Plasma Cannons can be obtained from at least 2 different anomalies, though they still need 50% research. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Stellaris 50396 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213. Are they better than lasers though, particularly with corvettes?. Also, I just unlocked destroyers. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Honestly, I don't even bother with mass drivers at all. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. When I get to battleships, I do 50/50 carrier/artillery mix and they make up about 1/5 of the 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. 22 Badges. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Description. Report. Armor was at 50% or below. Makes them able to get through both armour and shields. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. -Overhauled balance. 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 mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 2. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. May 21, 2018 @ 2:49pm Missiles, Torpedoes, and Swarmers. Vanidas Dec 3, 2016 @ 7:33pm. 1x Tachyon/4x Large Plasma lost every fight, killing an average of 17 Swarmers, 6 Warriors, and 12 Queens. I could not disagree more, tech trees are formulaic and make little logical sense. 70 dpd, -30% shield damage and 80% armor pen M MD: 6. 0? Business, Economics, and FinanceIn this video I take a long look at Cruiser design in Stellaris. 2 I decided to stop this mod line. Plasma, Particle Launchers, Torpedoes, etc. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. Go to Stellaris r/Stellaris. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Thanks for any tips!Honestly, the military power that ion cannons add to star citadels isn't as important as granting said citadels the ability to force an enemy fleet into combat the instant they enter your star systems and inflict damage with impunity, until the enemy fleet finally gets into range to fight back. Avoid missiles and torpedoes. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. I seem to see a big preference for Plasma over lasers in guides I've read. I generally switch to plasma/ripper auto cannons on corvettes by late game. They're missiles, strike craft and acid bursts that either shreds or ignores shields. Its Psi-Lightning weapons are basically just slightly stronger versions of Cloud Lightning, with a damage range of 1-136 (IIRCas you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. seem to see a big preference for Plasma over lasers in guides I've read. I decided to compare 4 main types of weapon against each other on same ship designs. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. Tutti i diritti riservati. Maybe someone can explain to me why the Plasma Thrower line of techs have the same tech costs as the Disruptors line and the Autocannons line. 25 ③ Tachyon Lances 35->43. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma Auto. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. In combination with plasma cannons, it might be interesting, but by the looks of it, better to just ignore. 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. I was wrong. Defense is ALWAYS half shield, half armor. Disruptors I mostly don't use unless. 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. Are plasma cannons good Stellaris? Plasma LauncherEdit. Range in Stellaris is only really relevant if you have enough alpha strike damage to cause casualties before your enemy gets to fire (or if your range is too short and your guns keep retargeting as ships wander around in battle, which is why Autocannons are hot. 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. 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。. 00. 0 unless otherwise noted. PD is an excellent counter to many of their offensive capabilities. • 5 yr. Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. 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. Al has major fetish for point defence. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. Maybe someone can explain to me why the Plasma Thrower line of techs have the same tech costs as the Disruptors line and the Autocannons line. Disruptors only come in small/medium varieties, penetrate. 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. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. 2. Small Psi Shields are still weaker than Small Dark Matter Reflectors in 2. 5 ③ Neutron Torpedoes 50->62. - about 1/3 torpedo/missile cruisers. Plasma is basically just better. This results in many weapon sounds being muted in heat fights. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. 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. Remember that Stellaris doesn't really allow you to choose what techs to research. 9. With 90 Evasion Corvettes, the Medium Gamma Laser does 79. 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. ( 22 ); retention time was 3. The accurancy percentage value on your weapon indicates the probability to hit. Here's a quick guide on what different weapons do in game. 60 - Laser, Gauss, Plasma and Disruptor. Plasma is the weapon of choice in the anti armour role as it has the largest quantity of armour pen, allowing it to do more final damage then other weapons with more raw damage but worse armour pen. ParasiteX May 21, 2017 @ 2:55am. If we're talking max tier lasers and plasma (T5 lasers T3 plasma), the in RAW dps, plasma is superior both in damage and in hull/armor bonuses. I 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. Kaikki tavaramerkit ovat omistajiensa omaisuutta Yhdysvalloissa ja kaikkialla maailmassa. Plasma is an evolutionary dead end. 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). 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. Lasers deal less damage, lower range, more accurate but the damage is immediate if target vessel is in weapons. troyunrau • President • 7 yr. . This is, IMO, the one thing that really sets Stellaris apart and really represents a step forward for the 4X genre. With energy weapons. This. 3, no longer locked to ethics or civics every player can use all 3. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. In Stellaris "It depends" is very much the thing. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". Usually once you get tier two plasma, and special resource you should put laser research on the backburner. 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. For Stellaris version 3. Thanks for any tips!138 votes, 59 comments. So dump shields and grab your heaviest armor and plasma guns. . One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. This lead to every ship that loses its shield immediately getting focus fired down. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. 6. needed and were stuck with insane research times like 40-60 months when all we. Well, Null Void Beam alone is a terrible idea. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. Mean peak plasma concentration (C max) and mean time to. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Mobile view. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. 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. Energy weapons are good against armor but weak against shields. Stellaris cheats and commands. Last edited by FateWeaver; Apr 15, 2018 @ 9:56am < > Showing 1-15 of 20 comments . Automated Dreadnought question. Hey people, I am currently in deep Shit with the endgame crisis Prethoryn Scourge and wanted to ask, how I can still win. I always opt for researching plasma whenever it appears. Without rating this mod it's much harder for others to find it. This list only includes novel species or vanilla variants; you won't find portraits from other sci-fi universes (e. Dolores_Mugambe. Thanks for any tips!Europe PMC is an archive of life sciences journal literature. All the images are of ship designs the AI created with this mod. Load up Stellaris 2. Lasers on the other hand are required to unlock. 85 ± 5. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. 4 damage taking into account accuracy and evasion. Anti-shield is sprinkled in the rest of the fleet, so that's covered. Well, they do excel at two things, killing station defenses and lighter ships at a long range. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Not as high as KA, but higher than plasma or lasers. After couple of hours of spreadsheets and playthroughs on GA 4x All Crisis (0,25 habitable worlds) , I have made my statement which can help people to find their 3. And at least it sounds plausible. I always heard that if you put disruptors, you should only put disruptors. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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. ago. S. Maybe it's what is used to help. Details: -PECs have been renamed to Plasma Mortars, to better fit Halo lore. 3 eps. 2 Patch Released. 300k worth of firepower in battleships w/ plasma and tachyon lances should do the trick. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. If I have a shield nullification system, I'll make special platforms that are full armor. 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. 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. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. For M, S and L slots separately. Ive tried everything to find and remove the mod conflict but it seems like I cant do anything about it except. 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. I want some advice on how to turn these stupid junk into something of value. 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). Small matter disintegrators slightly edge out small plasma cannons. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Generally. Two autocannos and a plasma makes them quite good. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. 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. Under the content folder you'll find megastructures, in that folder it'll have a file for each. Menu. Missiles are somewhat better against point defense, by dint. 5. Thanks for any tips!© Valve Corporation. Is matter disintegrator any good? I just got it from the unbidden and thinking about swapping it for neutron launchers on my artillery battleships. The standard and generally most powerful battleship build, which does well in every single scenario in a single player game of stellaris, is giga cannon + 4 proton launchers. + Requirement for Particle (and Tachyon) Lances. Against this plasma's are, frankly, a steaming pile of dung. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. 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). Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. This page was last edited on 14 October 2017, at 11:49. Energy req. That's the idea. stellaris plasma. 0. Take pops off your bureau building. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. Another Stellaris crossover, this time with Halo. They will do somewhat less damage vs 90% armor than plasma, but considerably more against shields, and will also penetrate regenerating shields. 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. Stellaris is at least partially about unleashing your imagination as you play. I’ve been using plasma line so far and it seems to work decent. Quark-gluon plasma, found in quark stars. 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". 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. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae)Description. Plasma is better against all things except corvettes. I decided to compare 4 main types of weapon against each other on same ship designs. few light seconds at best. This page was last edited on 14 October 2017, at 11:48. Thanks for any tips!Go to Stellaris r/Stellaris. 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. Obviously Plasma. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. Plasma Accelerators Tech. Lasers: + Highest base damage compared to plasma and disruptors. com. Best. All of this means that mid and late game the top level laser weapons hit first, hit more types of ships, hit more often, and do more per hit than plasma weapons. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. A place to share content, ask questions and/or talk about the 4X grand strategy…I seem to see a big preference for Plasma over lasers in guides I've read. Small stormfire autocannon- 19. I take you through every viable build currently in the game, why they work and the methodolg. Apr 25, 2017 286 62. I seem to see a big preference for Plasma over lasers in guides I've read. It has higher armor penetration, which will lead to probably more damage. 62 dpd and see above MD actually have quite high base damage. Cautious is the optimal policy. Carrier cruisers are excellent when. 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. It makes tech trees flow better and while you can still aim for specific techs, there's no. All Discussions. Tailor to your enemy. Use it to very quickly take down shields, then everything else rails the target with plasma and tachyon lances. numinos710 Fanatic Materialist • 3 yr. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. - Stellaris has rather limited maximum sound channel capacity. If you go disruptors and missiles though, a few carriers go along just fine. 99 DPS. At maximum thrust the plasma thruster will use 248 pps + 386 pps per superconductor. 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. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. This is a semi-unofficial update to NukaBoy's excellent Engineers of Life , uploaded with his permission. ago. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. This update rebalances combat and ship design aspects once considered useless. ). Plasma Weapons: + More base damage than disruptors, but less than a laser. Also, NH is a "purist" project, so you can't use weapons that are non canon, example, you can't put plasma on your Enterprise or phaser on Mogai, heck you can't even research debris! This move is to. r/Stellaris. In 3. Stellaris fleet getting destroyed. Title. tech_plasma_1 tech_plasma_2 tech_plasma_3 tech_arc_emitter_1 tech_arc_emitter_2 tech_disruptors_1 tech_disruptors_2 tech_disruptors_3 tech_energy_torpedoes_1. 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 it says. 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 are extremely effective against armor and very effective against hull but highly ineffective against shields. The Small Gamma Laser does 31. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. After that change, plasma became the best weapon because of its bonus vs armor and hull. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Stellaris Mods Used: Extra Ship Components 3.