Also, be careful of the main crystal-hub system; it's a pulsar, so you'll have no shields. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Thanks for any tips!© Valve Corporation. 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. + Ignores 100% Armor. 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,. Missiles are somewhat better against point defense, by dint. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Dec 16, 2016. It's a real either/or situation, but personally, stability. 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-slot Autocannons. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. (Ship count, as distinct from fleet power. Stellaris. you should get a situation log notification for researching access to the galactic core. I actually ran some calculations in Excel after the 3. Laser are good to an extent. 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. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. Thanks for any tips!Prethoryn Scourge counter strategy. Plasma seems to miss alot for my taste. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. Signature Weapons [3. 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. B. Plasma Weapons: + More base damage than disruptors, but less than a laser. Makes them able to get through both armour and shields. 3 eps + 880 eps per superconductor ring. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. 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. Thanks for any tips!Europe PMC. Is null void beam good? General. 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. 70 dpd, -30% shield damage and 80% armor pen M MD: 6. However, they can be effective at chipping away at larger ships as well. 3. Updated to 3. I seem to see a big preference for Plasma over lasers in guides I've read. Stellaris > General Discussions > Topic Details. 9 ‘Caelum’ is Out, What’s Next? r/Stellaris • 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. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Jump to latest Follow Reply. Defensively it has no armor or shields, just a ton of health. Sorry if this has already been discussed to death, been a while since I played Stellaris, so a lot has changed for me. Kinetic Weapons - Coilguns (Stellaris), Railguns (Stelaris), T-Bolter Mark I (Stellaris Rippercannons), T-Bolter Mark II (Stellaris Stormfire Cannons) Energy Weapons: T-Plasma Mark I (Stellaris Plasma Accelerators), T-Las Mark I (Stellaris Blue Laser) Explosive Weapons: Fusion Missiles (Stellaris) FTL - T-Warp Mark I, T-Gellar Mark I. But it depends who you are fighting. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. This page was last edited on 14 October 2017, at 10:55. Honestly, I don't even bother with mass drivers at all. Without rating this mod it's much harder for others to find it. This guide will be updated with every major stellaris patch being released. Legend : Brawler : Weaponry based of. 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. Well, they do excel at two things, killing station defenses and lighter ships at a long range. The Cutting Lasers you get from mining drones. My Cruisers just blow holes into anyone dumb enough to get close, to keep the. Donating plasma. Did you ever just play it in super slow to watch the. Oct 18, 2021 41 3. - "Only" 50% AP, No Bonus vs. When I get to battleships, I do 50/50 carrier/artillery mix and they make up about 1/5 of the fleet. guess disintegrators aren't too bad, but they aren't really specialized and so aren't particularly good at anything. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Any new planet. glee8e. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Kaikki tavaramerkit ovat omistajiensa omaisuutta Yhdysvalloissa ja kaikkialla maailmassa. Best. 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. 14 Badges. 0 unless otherwise noted. It scores high on versatility and reliability. First Contact. A properly kitted equals size fleet (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. Thanks for any tips!For 3. About Stellaris Wiki. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack. P. Which is better depends on the target. Hey everyone. Specialise in science, or production, and shape your living planet forever. The original author is Silfae, who created many outstanding portraits for Stellaris. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). 6 for now. And at least it sounds plausible. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Thanks for any tips!Stellaris 50447 Bug Reports 30795 Suggestions 19134 Tech Support 2888 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1216. If you don't get the corvette upgrades but missile techs instead, you might as well research missiles. Against shields only and armor only. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. This page was last edited on 14 October 2017, at 11:49. 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). There's also a mod that allows you to research them all by giving the tech. Large Plasma is notoriously bad with that 45-80 range. 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. Only draw back is the lower tracking and accuracy. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. 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. 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. 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. Just a tad confused about what to do to get the achievement. that deal bonus armor damage, 4 large slot plasma weapons, and 8 powerful PD weapons. Lasers are the one outlier here, as their schtick is the lack of a minimum range on the bigger slots, which makes for a rather nasty surprise for marauding corvettes and frigates. 1x Tachyon/4x Large Plasma lost every fight, killing an average of 17 Swarmers, 6 Warriors, and 12 Queens. 9. . few light seconds at best. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Still learning combat and I thought I had decent missile defense. 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. All Discussions Screenshots Artwork Broadcasts. 03 dmg/day, while the (also small) T3 stormfire autocannon does 19. 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. There is no point to Proactive stance. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. They are extremely effective against armor and very effective against hull, but highly ineffective against shields. LuNi. 6. Best. 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. 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. #footer_privacy_policy | #. Mai 2016 um 6:42. @endgui14: Unfortunately, no. A tech tree is fine for Civ but Stellaris is better without it. BigBangA1. 60 - Laser, Gauss, Plasma and Disruptor. Al has major fetish for point defence. 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. The happier the pops the higher the stability. Any tips on what situation/role which weapon class wins out?A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The scourge relies very heavily on missiles and strike craft. r/Stellaris • Plasma Changes in 2. Depends on the enemy’s defenses. Cautious is the optimal policy. 99 DPS. 85 ± 5. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Jump to latest Follow Reply. Traits: Traditional, Strong, Ingenious, Sedentary, Wasteful. Plasma melts armor Torpedoes: one kind bypasses shields completely and is thought to be useful against fallen empires. Stellaris Mods Used: Extra Ship Components 3. Dec 8, 2018 337 1. Subscribe to download. Sort by: Open comment sort options. Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. So as long as you have enough of both types you won't have any problem. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). 8%. 25-30K with plasma and armor piercing things (like torpedoes). 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. even on the autocannon's worst target it has 40% the effectiveness of plasma. 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. (my definition of S-n00b). The simple plasma accelerator is a weapon for all seasons in Stellaris. 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),. Plasma: For me, this is the jack of all trades weapon. ago. 1x Tachyon/4x Scourge Missile won every fight, losing an average of 29 out of 160 ships. . Not as high as KA, but higher than plasma or lasers. I like them on corvettes before I get plasma cannons. Swarm lover Major. -50mm ACs, Pulse Lasers, MACs, Plasma. Are plasma cannons good Stellaris? Plasma LauncherEdit. Load up Stellaris 2. Jump to latest Follow Reply. Antimatter, found in antimatter stars. 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. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. ago. 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. 417K subscribers in the Stellaris community. Reply. 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. 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. ago. ; About Stellaris Wiki; Mobile viewNov 9, 2023Plasma is an evolutionary dead end. Generally. I do the same general build as Azunai, 1 Kinetic Artillery, 3 Medium plasma and 1 Flak. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). 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. 3 comments. 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. Obviously Plasma. TheMoe Colonel. Go to Stellaris r/Stellaris. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. For M, S and L slots separately. . This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Report. Give me a reason to build cruisers. Under the content folder you'll find megastructures, in that folder it'll have a file for each. Regular Torpedoes are not affected by shields and are good vs. Jan 20, 2019. Long range L rail and plasma go along great, because the rail will, in theory, take out the shields before the plasma gets into range. Stellaris fleet getting destroyed. Stellaris cheats and commands. Content is available under Attribution-ShareAlike 3. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. I seem to see a big preference for Plasma over lasers in guides I've read. It looks like about 2. 5 ③ Phase Disruptors 50->62. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. 1. 54, 29. Is one of them more potent than the other, or do they have their own. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. Next Last. In 3. Easy, plasma. 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). Thanks for any tips!Europe PMC is an archive of life sciences journal literature. Description. Take pops off your bureau building. Plasma, Particle Launchers, Torpedoes, etc. 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. Physics research#Plasma Accelerators Tech. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. • 5 yr. 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. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. Content is available under Attribution-ShareAlike 3. pete3great Jun 28, 2021 @ 12:43pm. 2. Seems a pretty effective combination. PD is an excellent counter to many of their offensive capabilities. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. The dragon will 1 shot the platforms with its main weapon, but rarely hits the station itself. 0 (As Shown In. Lasers have a bit more tracking, but that really only applies to small weapons. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. Tailor to your enemy. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. I'd say the Neutron Launcher line would be way more relevant than Plasma weapons in generalPlasma concentrations were measured using a validated high-performance liquid chromatography method, and PK data was obtained using non-compartmental analysis. Gigastructural ship IDs. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. So dump shields and grab your heaviest armor and plasma guns. And Engineering research seems more busy in general so weapons from blue tech also seems like a. 6. ; About Stellaris Wiki; Mobile view Thanks for all these comments people! I feel like the next Stellaris YouTuber to upload a conclusive video on the issue will get some record-breaking likes That being said, I also wanted to share an important change that I personally glossed over as I was reading the patch notes. lasers vs plasma, they are bot anti-armor weapons, the difference is that lasers are to be used on smaller ships (corvettes and destroyers) while plasma on larger ships (cruisers and battleships), this is because of tracking stat, lasers have high tracking thus fitted against smaller ships, while plasma has low tracking which is best against. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. stellaris plasma. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. Easy, plasma. Content is available under Attribution-ShareAlike 3. Also, don't mix missiles and non missiles. Put + tracking pieces in the auxiliary slots. If your shields and armor can take it, good. Thanks for any tips!科技 ( Technology )是群星中的重要游戏概念。. 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 damage taking into account accuracy and evasion. You'll take heavy losses, but it will die, and much earlier than if you had a 30k+ fleet to fight it head on. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. Steps to reproduce the issue. Mining drone lasers do 75% against hulls, but have slightly less accuracy and damage. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. Disruptors I mostly don't use unless. Their weapons focus on armor damage (lots of plasma weapons) so you should stack some more shields and since they also use focused arc emitters you. Well, Null Void Beam alone is a terrible idea. ago. It's totally backwards to me. 9! Should still be compat with 3. Ha! I dare. 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. Thanks for any tips!I 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: 2. 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. mcsproot. I seem to see a big preference for Plasma over lasers in guides I've read. Only by about . The scourge relies very heavily on missiles and strike craft. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma, Particle Launchers, Torpedoes, etc. Before 2. 3, no longer locked to ethics or civics every player. 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. numinos710 Fanatic Materialist • 3 yr. It is only visible to you. Thanks for any tips!Go to Stellaris r/Stellaris. RUMORS: New Imperial Guard Stratagems. 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. 9. 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. Build city districts to get more slots for more research labs. 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. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Shields. So in my opinion the giga canon is really the way to go. Smarter Ship Design [3. Last edited by mss73055; Oct 22, 2021 @ 3:15am. All you need is exotic gas to field them. As you devour a planet, you consume aspects of its planetary features to grow on the Living Planet. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Energy-eating plasma beings would be a bit redundant with that. I am playing a civilisation with the correct Origin and all, and have sent both individual manned science ships out into the unknown ten times, and even tried sending ten at once into an area where I haven't been earlier. Their ships have no shields but a FUCK TON of armor and hull points. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Plasma seems to miss alot for my taste. Going for both options is reliable since both. I always heard that if you put disruptors, you should only put disruptors. ; 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. 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. Once plasma weapons become active, you can include them in your destroyer fleet to stand against any heavily armored ship. Thanks for any tips!138 votes, 59 comments. But in Stellaris we have in-system-FTL so it's breaking almost everything, allowing beam ships to close with missile one that shouldn't be possible. Thanks for any tips!They use direct energy: plasma, lasers, electricity, to damage the enemy ship. Lasers look way more cool in active battle. 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. plasma meanwhile has 5% of the effectiveness of. If you have the resources to field them, pair them with kinetics autocannons if you have them to shred shields so the accelerators can destroy the hull. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. 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. 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 to be clinically healthy. 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. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. Automated Dreadnought question. 0 unless otherwise noted. They're using 1. Is matter disintegrator any good? I just got it from the unbidden and thinking about swapping it for neutron launchers on my artillery battleships. lasers are at least 80% as strong for up to 65% for small, 70% for medium, and for large they never go below 90% the strength of large. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. 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. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. 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. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). More information can be found in Stellaris Dev Diary #293. Kaigen42 • 6 yr. r/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. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. In combination with plasma cannons, it might be interesting, but by the looks of it, better to just ignore. 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. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. Ultimately went Kinetic on Battleships and Plasma on cruisers. Plasma bombardment should. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. The plasma bombardment effect doesn't work for me but it could be a bug or a conflict with another mod. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. This results in many weapon sounds being muted in heat fights. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. Samples. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. I generally switch to plasma/ripper auto cannons on corvettes by late game. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Long range L rail and plasma go along great, because the rail will, in theory, take out the shields before the plasma gets into range. This is a mod sort of complimentary to either Kepler68's More Star classes, or Annatar's Real Space,. The higher the stability the more production you get out of them. Which is the better weapon to place in our large slots? Should we use neutron launchers? how about cloud lightning? Is the secret really to use kinetic artil. As long as you bring anti-shield stuff too. Their ships have poor to no shielding. I seem to see a big preference for Plasma over lasers in guides I've read. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. As for the mentioning of Titans, that counter will always be there even w/o DLC since Awakened Empires can still build them iirc. Lithoids went with imagining a couple different types of silicon lifeform and how that might tie into Stellaris, giving them biological traits based on crystal skin, gas exhaust, and explosive spoor. Anything explosive, don't bother this patch. You can mod this, but it’s a pretty substantial change. This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Mean peak plasma concentration (C max) and mean time to. Yeah the S- or M plasma on Line Cruisers are fine. Mobile view. Plasma is more damaging and is a "ship-killer" that does extra Hull damage (0 hull points is when ships die or warp out), but has shorter range and is less accurate . 3, no longer locked to ethics or civics every player can use all 3. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. Before 2. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. I have 2 questions about this: 1) Lasers have higher DPS and accuracy.