An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. 2. 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. Replace commerce building with research lab. Zorro Nov 15, 2017 @ 6:06pm. 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. Mean peak plasma concentration (C max) and mean time to peak plasma concentration. 2. Quark-gluon plasma, found in quark stars. Depends on the enemy’s defenses. 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. Plasma, I think. 2. For M, S and L slots separately. I really enjoyed my artillery fests but that playstyle is ded now. You can use energy torpedoes or disruptors to bring down their shields to make these weapons more effective. ★Looking at 9 Great & New SPECIES PORTRAIT MODS for STELLARIS - Make Your Games Unique! Pictures, Text, Info, Discussion only :-) Stellaris News Playlist (Ne. 9. 62 dpd and see above MD actually have quite high base damage. . Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). Items (41) Subscribe to all. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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). Stellaris cheats and commands. Nobody is able to even Fight with those fleets except me (Rest of the. ( 22 ); retention time was 3. Becoming a plasma donor can make a lifesaving difference to patients across Canada who depend on plasma transfusions or medicines made from donated. 0 unless otherwise noted. Report. 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. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. In the worst case scenario of Corvette vs Corvette, where the enemy corvette has 3 +Hull slots for maximum Disruptor Mitigation, 3 disruptors will still outperform the next best design: 1 autocannon +. 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 fully-filled research habitat generates ~300 raw research points per category (probably ~450-600 after the research multiplier is applied. 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. Dec 8, 2018 337 1. 6. Against this plasma's are, frankly, a steaming pile of dung. 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. u dont need look screenies i have added this morning in my profile/stellaris list, they concern first part of 7thGen ships i made in my last campaign (corvs, DDs & supports). My Cruisers just blow holes into anyone dumb enough to get close, to keep the. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. Their ships have no shields but a FUCK TON of armor and hull points. 在游戏之中,总计有 460 个科技,但对于单次游戏进程而言,玩家几乎不可能同时掌握所有的科技。. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Deswegen kann mal der Wert schon um +/-1 abweichen. So,my fleet is at 50k fleet power,and most of it is batteships and cruisers with kinetic artillery and neutron launchers,1 titan for the buff with the same tech,some PD and Plasma destroyers and a lot of torpedos and autocannon corvettes,all at the highest tech. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. 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. They penetrate shields and do massive damage to armor and hull. Noble. 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. 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. As far as I know, Stellaris doesn't offer a way to have a mobile planet setup like that. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Point-Defense: your only anti-missile option before getting to Cruisers. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. Tailor to your enemy. I know some mods have done the nomadic origin, but I don't think it would work with this. 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. Steps to reproduce the issue. you should get a situation log notification for researching access to the galactic core. Lasers on the other hand are required to unlock. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. Stellaris Mods Used: Extra Ship Components 3. Plasma has -75% to shields and +100% armor and +50% hull. FireclawDrake. 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. 25-30K with plasma and armor piercing things (like torpedoes). The only weapons that have a 0% chance to hit would be T/X-slot weaponry, large kinetic weaponry (artillery and gauss/coil/railguns), and large plasma. Oct 18, 2021 41 3. Legend : Brawler : Weaponry based of. When in doubt, monobuild rail. 69 vs Carrier, 9. 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. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Description Plasma accelerator Game Version 2. It's good by itself, but doesn't lead to other more advanced weapons. And Engineering research seems more busy in general so weapons from blue tech also seems like a. Tres Cantos 28760, Madrid, Spain) to blank S. But combined with plasma, neutron or lances it is a really useful weapon. 9! Should still be compat with 3. Before 2. 85 ± 5. The higher the stability the more production you get out of them. 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. And Large Plasma is no better. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. 2. Gigastructural ship IDs. Slightly. NOTE: This mod has. 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. 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). plasma is better against high armor. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. If your shields and armor can take it, good. only in theory. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. So in my opinion the giga canon is really the way to go. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. 03 dmg/day, while the (also small) T3 stormfire autocannon does 19. I set up specific counter loadouts for whatever Crisis. Against shields only and armor only. 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 by about . 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. HALO WARS STELLARIS v1. Maybe I get the time to start a new line of this mod, may be not. Plasma and Disruptors are both standard weapon techs available for everyone, but I’m not sure what their niche is. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. Ships now get a limited number of. that is a 325% difference in base DPS before adjusting for modifiers. Stellaris. I seem to see a big preference for Plasma over lasers in guides I've read. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. Just a tad confused about what to do to get the achievement. 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. Lasers are usefull to unlock Tachyon lancers. NOTICE: This mod is intended for low to medium-end PC's. The best weapons are a combination of driver and lasers. 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). If you want Autocannons, stop with the Missiles. If we're talking max tier lasers and plasma (T5 lasers T3 plasma), the in RAW dps, plasma is superior both in damage and in hull/armor bonuses. Energy req. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. I seem to see a big preference for Plasma over lasers in guides I've read. If your enemy is all shields, laser beats plasma; but why go in with energy when you could do better with kinetic, right? 3. Swarm lover Major. 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. Are plasma cannons good Stellaris? Plasma LauncherEdit. Kaikki oikeudet pidätetään. (Ship count, as distinct from fleet power. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. nursehound shark (Scyliorhinus stellaris) plasma after processing using the methodology described by Montesinos et al. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. After that change, plasma became the best weapon because of its bonus vs armor and hull. Energy weapons are good against armor but weak against shields. Plasma is an evolutionary dead end. 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. com. 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 ③ Phase Disruptors 50->62. Reply. All Discussions. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. g. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). Thanks for any tips!© Valve Corporation. This page was last edited on 14 October 2017, at 11:49. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. 4 damage taking into account accuracy and evasion. 64 Badges. There is no point to Proactive stance. The original author is Silfae, who created many outstanding portraits for Stellaris. After that change, plasma became the best weapon because of its bonus vs armor and hull. Subscribe to download. Only draw back is the lower tracking and accuracy. Which is why it's quite hilarious when your stellar accelerator actually does create a black hole and oopsies the solar systems' habitable worlds. See more Stellaris modding information at odingaming. This is only possible with the L-drakes. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. But what about laser and plasma? They both do extra armour damage. This is a mod sort of complimentary to either Kepler68's More Star classes, or Annatar's Real Space,. May 21, 2018 @ 2:49pm Missiles, Torpedoes, and Swarmers. 18 retief1 • 5 yr. -Better english localisations. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. 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. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Build a bastion in the system, and spam defense platforms with plasma or lasers. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. In Stellaris "It depends" is very much the thing. Here's a quick guide on what different weapons do in game. Help against Holy Guardians. Anything explosive, don't bother this patch. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. Tech is limited by the number of Researchers you can run. 49 vs Warrior;. I think their weapons do +50% to hull but I don't remember. Definitely. 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. I seem to see a big preference for Plasma over lasers in guides I've read. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 2. Not as effective but still effective. . ). It is only visible to you. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. Stellaris Real-time strategy Strategy video game Gaming. © Valve Corporation. So it will not make energy guns automatically. stellaris plasma. Sep 27, 2016 505 563. stellaris plasma. So as long as you have enough of both types you won't have any problem. 15 vs Swarm, 9. 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. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Received widsom is yes, you should take Mass Drivers or Lasers. Physics research#Plasma Accelerators Tech. The simple plasma accelerator is a weapon for all seasons in Stellaris. Then go torpedo and autocannons. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. . in the end i think plasma may still be better overall but gammas are probably worth including in some respect. But combined with plasma, neutron or lances it is a really useful weapon. If you are lazy you can make an anti missle laser driver ship. I was wrong. Thanks for any tips!科技 ( Technology )是群星中的重要游戏概念。. that deal bonus armor damage, 4 large slot plasma weapons, and 8 powerful PD weapons. More Unity, Energy, Worker Output, bonus to army damage. 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. Their ships have no shields but a FUCK TON of armor and hull points. 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. ago. CryptoStudies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. 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. Missiles are somewhat better against point defense, by dint. Reply reply. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. 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. Ultimately went Kinetic on Battleships and Plasma on cruisers. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. 02 DPS to be fair. 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 started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. 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. ; 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. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. 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. 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. Large lasers and proton launchers would have a 5% chance to hit. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. 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. The scourge relies very heavily on missiles and strike craft. The happier the pops the higher the stability. While on paper more influence sounds nice, you only get. Avoid missiles and torpedoes. Anything explosive, don't bother this patch. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A direct example is the crystal entities or any of the no shield leviathans. - about 1/4 torpedo frigates (new ship class) - about 1/4 brawler type corvettes and destroyers. 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. While on paper more influence sounds nice, you only get. Stellaris. #footer_privacy_policy | #. 1 of 2 Go to page. Two autocannos and a plasma makes them quite good. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. This. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae) Description. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. Thanks for any tips!Get ready to blast into new depths of the galaxy with the newest expansion pass for Stellaris: Console Edition! Expansion Pass Four includes: Federations: The pen is mightier than the plasma launcher in this expansion that focuses on the galactic community and its internal politics with expanded capabilities for federations and the establishment. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. First Contact. Description. ago. This page was last edited on 14 October 2017, at 10:55. 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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 tech tree is fine for Civ but Stellaris is better without it. Lance is ignored for, well, pretty much the same reason. Autocannons are good on corvettes. 1 level 5 shield, 5 level 4 shields, 2 advanced reactor boosters, zero point reactor, jump drive, plasma. A selection of high-quality animated and static species portraits. r/Stellaris. About Europe PMC; Preprints in Europe PMCI seem to see a big preference for Plasma over lasers in guides I've read. 6 composition, I advice : At first, on every engagement, I would lose 3-5 battleships, and the rest of the fleet was too damaged to forge ahead. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. Shields. One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. Go. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. Also, added bonus: plasma is easier to research as well. 99. Plasma, Particle Launchers, Torpedoes, etc. 75Plasma does more raw damage, but is only 50% against hulls. unlocking special options (terraforming, wormhole and gateway travel) Plasma is basically just better. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Using only plasma is weak configuration because plasma is armor weapon and has malus for shields, a ship must also have some shield weapons as well like. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Jump to latest Follow Reply. 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. ) 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. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. - "Only" 50% AP, No Bonus vs. Tech rush to your little heart's content. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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. Plasma Accelerators Tech. Mean peak plasma concentration (C max) and mean time to. 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). Torpedo assault carrier is the most balanced ship design. 1. 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. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Dolores_Mugambe. 1x Tachyon/4x Scourge Missile won every fight, losing an average of 29 out of 160 ships. 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. Smarter Ship Design [3. Missile damage is inferior to Stormfire, Gauss, Plasma according to field tests. One factor being that Plasma is now the only energy weapon choice for L-slots which is as good as firing blanks. Best to standardise. Content is available under Attribution-ShareAlike 3. Jump to latest Follow Reply. 5 ③ Arc Emitters 45->56. After getting back into stellaris with the new dlc and not knowing the fship changes that well, I appreciate this, ty! Reply Aggravating-Sound690 Determined Exterminator •. 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. Stellaris - Plasma accelerator. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Hull- 9. #14. Once you have Cruisers this is completely and totally outclassed by Carriers and you shouldn't use it. It does better damage and penetration. 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. -50mm ACs, Pulse Lasers, MACs, Plasma. Hence we can look at the coverage that these two ships of the line carry: The hybrid bomber class deals better with a spread of enemies at low numbers, but performs poorly when outnumbered by escorts. 4 beta What version do you use? What expansions do you have installed?I seem to see a big preference for Plasma over lasers in guides I've read. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. troyunrau • President • 7 yr. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. In this, the eleventh episode of my Let's Play Guide, I am going to start from the beginning; sharing strategies, tips and tricks to help improve your games!. Thanks for any tips!They use direct energy: plasma, lasers, electricity, to damage the enemy ship. Disruptors I mostly don't use unless. 4. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. If I have a shield nullification system, I'll make special platforms that are full armor. I recommend the Regular Version for medium to high-end PC's.