- "Only" 50% AP, No Bonus vs. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Mining drone lasers do 75% against hulls, but have slightly less accuracy and damage. For M, S and L slots separately. Two autocannos and a plasma makes them quite good. It looks like about 2. 99 DPS. You go with a science ship to a system with the L-drake, it gives you a little project to tame it and when you have control over it, use it in some safe fights like starport sieging, thus leveling it up. Shields. Maybe it's what is used to help. If they're not using point-defence, you could counter them with a lot of missile weapons, which are longer range and pack a heavy punch that ignores shields. 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. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Description Plasma accelerator Game Version 2. Is one of them more potent than the other, or do they have their own. . Content is available under Attribution-ShareAlike 3. This means that, on things where you can stack a bunch of bonuses, the marginal positive or negative modifier doesn't do as much as it implies. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Traits: Traditional, Strong, Ingenious, Sedentary, Wasteful. Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). Sorry if this has already been discussed to death, been a while since I played Stellaris, so a lot has changed for me. Kaikki oikeudet pidätetään. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. And costs the same amount of energy to equip. HALO WARS STELLARIS v1. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Tech rush to your little heart's content. Back is Kinetic, Front is Mega-cannon. The issue is that Plasma is a dead-end tech that leads nowhere, while all the powerful late-game weapons require you to have researched Lasers as a prerequisite. 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. Lasers and plasma cannons are effective against heavily armored ships but less effective against shielded targets. With all that said, Plasma is actually usable since it really is the only option in its niche. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. 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. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Thanks for any tips!First, lets assume our target corvette is evasion capped at 90% (worse case scenario for us). PD is an excellent counter to many of their offensive capabilities. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. It has higher armor penetration, which will lead to probably more damage. 3) as prerequisite for arc emitters. General Damage is best done bye Gauss Cannons. Evasion is useless as it has very high. Missile Defense. 2. I'm sure there. Here's a quick guide on what different weapons do in game. A tech tree is fine for Civ but Stellaris is better without it. Stellaris. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. Mean peak plasma concentration (C max) and mean time to. If you don't get the corvette upgrades but missile techs instead, you might as well research missiles. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. This is a problem that most modifiers have in Stellaris; instead of each one multiplying the output of the previous one, they all get added together and then applied to the base value. Plasma, Particle Launchers, Torpedoes, etc. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. Plasma Thrusters 8000: 3 Plasma Thruster Ion Thrusters Base: 81. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). In combination with plasma cannons, it might be interesting, but by the looks of it, better to just ignore. Are plasma cannons good Stellaris? Plasma LauncherEdit. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The higher tier energy weapons have much greater range than the plasma weapons do, higher dps, and at least for the s/m/l slots the lasers have higher tracking and accuracy. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. Armor- 12. 25-30K with plasma and armor piercing things (like torpedoes). 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. Incorporating secondary weapons such as lasers or. 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. 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. 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. 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. I’m in a mid game phase right now where I want to take out a Holy Guardian empire before they awaken and before I start researching synthetic evolution. First Contact. NOTE: This mod has. 5 average damage and will hit 80% of the time, for 25. Swarm lover Major. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Armor was at 50% or below. Noble. SE Humanoid. ago. Tutti i diritti riservati. 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. Specialise in science, or production, and shape your living planet forever. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Regular dragons work a little bit differently. 8%. Plasma melts armor Torpedoes: one kind bypasses shields completely and is thought to be useful against fallen empires. 00. 3 Research Plasma Accelerators Open the Ship Designer menu Mouse over the small/medium/large icons for the Plasma. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. Put + tracking pieces in the auxiliary slots. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. For M, S and L slots separately. Sometimes I'll use lasers and mass drivers as well, depends on the run. u will see i already. Plasma and Disruptors are both standard weapon techs available for everyone, but I’m not sure what their niche is. 25 Modifiers. Ive tried everything to find and remove the mod conflict but it seems like I cant do anything about it except. Plasma has more exaggerated properties than lasers. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. 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. Also, the void cloud lightning is better. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. Stellaris > General Discussions > Topic Details. #2. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. Defensively it has no armor or shields, just a ton of health. But combined with plasma, neutron or lances it is a really useful weapon. 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. While on paper more influence sounds nice, you only get. stellaris plasma. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. I seem to see a big preference for Plasma over lasers in guides I've read. Next Last. 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. 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. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). ③ Plasma Cannons 50->62. They're using 1. Subscribe to download. 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。. First - lasers have more RoF (I'm looking into game. 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. What do I do?Stellaris Destroyer Uses. Lasers have a bit more tracking, but that really only applies to small weapons. Thanks for any tips!Europe PMC is an archive of life sciences journal literature. Thanks for any tips!Can someone help me figure out when to use each of these? Disruptors at least are a little different in that they decimate shields, so I'm assuming it's a good idea to have some if you're rocking energy weapons. Steps to reproduce the issue. Is null void beam good? General. 25 ③ Tachyon Lances 35->43. But it depends who you are fighting. 9. 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. 396K subscribers in the Stellaris community. 6. Going for both options is reliable since both. Hey people, I am currently in deep Shit with the endgame crisis Prethoryn Scourge and wanted to ask, how I can still win. Donating plasma. 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. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. [deleted]Do not drop the PD destroyers, spiritualist FEs got some missles on their ships, with a few PD destroysers you negate that damage completely (also throw in some flak to counter their strike crafts). Usually once you get tier two plasma, and special resource you should put laser research on the backburner. The simple plasma accelerator is a weapon for all seasons in Stellaris. Stellaris. If you go disruptors and missiles though, a few carriers go along just fine. Fox McCloud First Lieutenant. Sacrifice influence and a district slot to add specialist jobs. g. 9! Should still be compat with 3. Plasma launchers launch balls of highly energized and destructive plasma. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Plasma is better against all things except corvettes. It's even worse if multiple missiles are aiming for the same target. Artillery computers and maximum range from admirals and doctrine, flak cannons to shoot down their strike craft and crystal. The original ideas and code are NukaBoy's, I have only made some small balance changes, fixed a couple of bugs and updated the mod to. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. I enjoy kinetic/Giga-cannon battleships for a long range alpha strike vs shields then carrier cruisers and plasma only destroyers/corvettes to clean up the rest. 27. casual friendly. Against shields only and armor only. NOTICE: This mod is intended for low to medium-end PC's. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. ; About Stellaris Wiki; Mobile viewThe problem is that it's a boast to some robots during a war dec, it could be called the T1 missile yield or the T2 missile yield if you stretched it. Yeah, I run pure plasma and haven't had issues against the AI. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. - Lowest Range. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. 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. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. 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. 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。. enemy leans much more torwards battle ships and. 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. 9, where plasma is slightly OP due to all weapons and armor working differently back then. 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. See more Stellaris modding information at odingaming. 3 eps + 880 eps per superconductor ring. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. 3. AC also have higher tracking and lower range. Minimum range combined with firing arc is a horrible concept. Legend : Brawler : Weaponry based of. Build a bastion in the system, and spam defense platforms with plasma or lasers. 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 ); retention time was 3. They penetrate shields and do massive damage to armor and hull. 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. There are no way to change standart starbase weapons and armour/shields for I know but you can make Hangar Bays for shield notification and armour damage instead of Gun Batteries. 300k worth of firepower in battleships w/ plasma and tachyon lances should do the trick. Tres Cantos 28760, Madrid, Spain) to blank S. Avoid missiles and torpedoes. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. It is only visible to you. Flak seems to be the best point defense right now, and disruptors and plasma throwers are fine though shields are so weak some people even go as far as recommending plasma cannon only ships. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. To make matters worse, the Plasma tech line is freaking expensive to tech into. I seem to see a big preference for Plasma over lasers in guides I've read. ago. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. 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 . 0 unless otherwise noted. I was wrong. 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!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. Large lasers and proton launchers would have a 5% chance to hit. its seems like its just better to get things like Plasma Throwers and Space Torpedoes and not bother with the weird monster tech. Also, don't mix missiles and non missiles. I like them on corvettes before I get plasma cannons. Dark Matter techs are only unlocked from Fallen Empire debris. RUMORS: New Imperial Guard Stratagems. . 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,. This page was last edited on 14 October 2017, at 11:49. Cautious is the optimal policy. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Avoid missiles and torpedoes. Items (41) Subscribe to all. All that I did is fixing the particular mod that shouldn't become oblivion. Plasma Cannons can be obtained from at least 2 different anomalies, though they still need 50% research. As long as you have other weapons to deal with shields, plasma is generally better than the highest level laser. Gigastructural ship IDs. Their ships have no shields but a FUCK TON of armor and hull points. ★Looking at 9 Great & New SPECIES PORTRAIT MODS for STELLARIS - Make Your Games Unique! Pictures, Text, Info, Discussion only :-) Stellaris News Playlist (Ne. 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. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. 50 - Missiles, they have long ranges. 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 Cutting Lasers you get from mining drones. Members Online •. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. A tag already exists with the provided branch name. 1x Tachyon/4x Scourge Missile won every fight, losing an average of 29 out of 160 ships. Large Plasma is notoriously bad with that 45-80 range. 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. Jump to latest Follow Reply. 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. Ultimately went Kinetic on Battleships and Plasma on cruisers. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Plasma is an evolutionary dead end. . The 100% penetration bonus (vs 60%) makes up for the difference in base damage. 2. 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. At maximum thrust the plasma thruster will use 913. If you go disruptors and missiles though, a few carriers go along just fine. Tailor to your enemy. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. Plasma Cannon Imbalanced? I ended up in a war with an empire who I didn't really like to begin with and planned to conquer anyways. New Quest Chain: Interdimensional Portal. 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. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. Only draw back is the lower tracking and accuracy. Hey everyone. The only new tradition that really shakes things up. As it says. Once plasma weapons become active, you can include them in your destroyer fleet to stand against any heavily armored ship. 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 . Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. Missiles are somewhat better against point defense, by dint. Autocannons are good on corvettes. First Contact. Are they better than lasers though, particularly with corvettes?. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Fighters get shot down, missle get intercepted, plasma and disrupters. If your enemy is all shields, laser beats plasma; but why go in with energy when you could do better with kinetic, right? 3. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The higher the stability the more production you get out of them. guess disintegrators aren't too bad, but they aren't really specialized and so aren't particularly good at anything. The best part?. #footer_privacy_policy. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1 8th December 2018. It's good by itself, but doesn't lead to other more advanced weapons. Reply. 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. Go to Stellaris r/Stellaris. It scores high on versatility and reliability. Only draw back is the lower tracking and accuracy. Note : don't use plasma if you have a superior laser tech. . Stellaris. If you're going for Plasma Cannons, don't research Disruptors. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Also, added bonus: plasma is easier to research as well. I find Mass Drivers to be better. I actually ran some calculations in Excel after the 3. Energy weapons are good against armor but weak against shields. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. The accurancy percentage value on your weapon indicates the probability to hit. Al has major fetish for point defence. 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. 10. Definitely. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. com. I’ve been using plasma line so far and it seems to work decent. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. Obviously Plasma. 5 ③ Hyperspace Slipstreams 50->62. Loadinv save fixed it. 3. 2. In 3. 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). 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. @endgui14: Unfortunately, no. A fully-filled research habitat generates ~300 raw research points per category (probably ~450-600 after the research multiplier is applied. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. Generally. ; About Stellaris Wiki; Mobile viewNov 9, 2023Plasma is an evolutionary dead end. This page was last edited on 14 October 2017, at 10:55. Zorro Nov 15, 2017 @ 6:06pm. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. Thanks for any tips!138 votes, 59 comments. Thanks for any tips!Stellaris Dev Diary #313 - 3. . 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. While on paper more influence sounds nice, you only get. Thanks for any tips!They use direct energy: plasma, lasers, electricity, to damage the enemy ship. So, I discovered a new quest chain (no pictures because I'm a derp) but it spawned an event upon colonizing a planet that mentions that it's found an interdimensional portal, placing a permanent tile bonus on the planet that gives 1 scientist job per 40 pop. It usually appears mid-game for me, don’t know the trigger. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Because in the beginning armor is not a big deal and your weapon of choice later in the game to penetrate armor will be plasma, not lasers. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. About. 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. * (Le Guin) If you like this mod, please come back to rate and favorite. 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. 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 +. I think their weapons do +50% to hull but I don't remember. 5. 49 vs Warrior;. • 5 yr. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. 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. I seem to see a big preference for Plasma over lasers in guides I've read. Carrier cruisers are excellent when. r/Stellaris • Plasma Changes in 2. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible.