stellaris plasma. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. stellaris plasma

 
 I have 2 questions about this: 1) Lasers have higher DPS and accuracystellaris plasma  I have 2 questions about this: 1) Lasers have higher DPS and accuracy

I seem to see a big preference for Plasma over lasers in guides I've read. Report. LATEST UPDATE. The plasma bombardment effect doesn't work for me but it could be a bug or a conflict with another mod. 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. As for the mentioning of Titans, that counter will always be there even w/o DLC since Awakened Empires can still build them iirc. ago. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering, star lifters and fusion supressors) you can unlock a new megastructure that can be. 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. 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. AC also have higher tracking and lower range. Redirect page. Jump to latest Follow Reply. But its slow rate of fire, as well as the lack of armor on smaller ships makes it a poor choice for fighting small vessels. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. kan_ka • 1 yr. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Reply. 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. The higher the stability the more production you get out of them. x "Caelum". 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 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). stellaris plasma. Plasma Weapons: + More base damage than disruptors, but less than a laser. Beelining is following a dedicated research path in order to unlock a powerful technology. This is a searchable and complete list of Stellaris technologies and their IDs. 00. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. 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 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). Avoid missiles and torpedoes. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". Large lasers and proton launchers would have a 5% chance to hit. They basically have half the range (or less) than most of the more common weapons. 4. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. Lasers are usefull to unlock Tachyon lancers. BigBangA1. This page was last edited on 14 October 2017, at 10:55. 4. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. . I find Mass Drivers to be better. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Star Wars, Warhammer 40K) here as I find they break immersion. This results in many weapon sounds being muted in heat fights. For battleships I take the middle part with 2 Large, 2 middle Slots. I take you through every viable build currently in the game, why they work and the methodolg. Automated Dreadnought question. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. This is a semi-unofficial update to NukaBoy's excellent Engineers of Life , uploaded with his permission. 9! Should still be compat with 3. 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. 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. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. Thanks for any tips!© Valve Corporation. Accurancy is another check to suceed after the enemy doesn't evade your fire. Slightly. 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. Plasma bombardment should. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. When you get the plasma accelerator, it gives the description for the caravan cannon when you mouse over the small/medium/large icons intead of the correct tooltip. Plasma samples were analyzed using. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. ★Looking at 9 Great & New SPECIES PORTRAIT MODS for STELLARIS - Make Your Games Unique! Pictures, Text, Info, Discussion only :-) Stellaris News Playlist (Ne. May 21, 2018 @ 3:47pm They ignore shields and some of them even ignore armor. Al has major fetish for point defence. Physics research#Plasma Accelerators Tech. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Subscribe to download. ; 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. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. But combined with plasma, neutron or lances it is a really useful weapon. Sorry if this has already been discussed to death, been a while since I played Stellaris, so a lot has changed for me. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I decided to compare 4 main types of weapon against each other on same ship designs. Ship combat computers now try to keep certain ships at certain. Against shields only and armor only. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Jan 20, 2019. Large Plasma is notoriously bad with that 45-80 range. If any Stellaris Dev reads this text I propose a new Steam achievement: win a game as a pacifist (ironman) under default game conditions before you reach 500 hours of Stellaris gameplay. Help against Holy Guardians. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). Also kinetics sucks now. ParasiteX May 21, 2017 @ 2:55am. A tech tree is fine for Civ but Stellaris is better without it. In combination with plasma cannons, it might be interesting, but by the looks of it, better to just ignore. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. So dump shields and grab your heaviest armor and plasma guns. I like to try an make a battleship that has a long or medium range and have a. Plasma Weapons: + More base damage than disruptors, but less than a laser. It is only visible to you. 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. 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. 32, 5. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. 75Plasma does more raw damage, but is only 50% against hulls. If your shields and armor can take it, good. Plasma, I think. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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. 7. com. ago. Shields and anti-hull weapons. Not great, but not impossible. It looks like about 2. I seem to see a big preference for Plasma over lasers in guides I've read. This way my BS take out any enemy. Stellaris > General Discussions > Topic Details. The best weapons are a combination of driver and lasers. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Business, Economics, and Finance. I seem to see a big preference for Plasma over lasers in guides I've read. 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. RUMORS: New Imperial Guard Stratagems. Stellaris technology list and IDs cheat. At maximum thrust the plasma thruster will use 913. Plasma torpedoes and energy projectors met their match in ion cannons and kinetic batteries, shields blaring and hulls melting, and millions of sailors and soldiers dying by the minute. Reply reply. Plasma Cannons can be obtained from at least 2 different anomalies, though they still need 50% research. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. Oct 18, 2021 41 3. Dark Matter techs are only unlocked from Fallen Empire debris. 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!. 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. Stellaris. I seem to see a big preference for Plasma over lasers in guides I've read. All avail. I see in the internet that this is the easiest. At 40 repetitions you have increased the damage by 200%. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. even on the autocannon's worst target it has 40% the effectiveness of plasma. The happier the pops the higher the stability. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. 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. This list only includes novel species or vanilla variants; you won't find portraits from other sci-fi universes (e. Empires live and die by the strength of their fleet in Stellaris. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. I know some mods have done the nomadic origin, but I don't think it would work with this. that is a 325% difference in base DPS before adjusting for modifiers. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 9. Stellaris 50499 Bug Reports 30970 Suggestions 19167 Tech Support 2905 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. 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. 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. 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. 1 of 2 Go to page. 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: For me, this is the jack of all trades weapon. Thanks for any tips!For 3. Any new planet. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Dec 16, 2016. Report. Subscribe to download. 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. Stellaris. This page was last edited on 14 October 2017, at 11:49. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. 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. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. 1 level 5 shield, 5 level 4 shields, 2 advanced reactor boosters, zero point reactor, jump drive, plasma. I set up specific counter loadouts for whatever Crisis. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. 2 I decided to stop this mod line. Going for both options is reliable since both. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Go. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. 1; 2; Next. InternetEnterprise. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Lasers look way more cool in active battle. It's my default loadout for them, since in the early game it boosts fleet power enough that you can take on destroyers with a good sized swarm, and in the mid-game it's a useful loadout to deal with possible Grey Tempest. AC have a max range of 30 and can only be small. 0 unless otherwise noted. 1. 62 dpd and see above MD actually have quite high base damage. Missiles fly faster, therefore, they are better at getting through point defence. It can be used as a solid general-purpose weapon of choice for most battles. 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. 2 they were the best. They only have hull, and plasma is one of the few +hull damage weapons iirc. Note : don't use plasma if you have a superior laser tech. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). 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 actually ran some calculations in Excel after the 3. 03 dmg/day, while the (also small) T3 stormfire autocannon does 19. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. I could not disagree more, tech trees are formulaic and make little logical sense. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. 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. Stellaris > Workshop > Milk's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. 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. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. mcsproot. That said, I do mix PD+kinetic corvettes into laser/plasma ones at 1:3 ratio on the off-chance I run into AI personality that spams missile corvettes - that can. With all that said, Plasma is actually usable since it really is the only option in its niche. 2I find I need a combined fleet that includes: - about one 1/10 to 1/5 picket class ships, both flack and pd. 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. While on paper more influence sounds nice, you only get. Small stormfire autocannon- 19. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Sacrifice influence and a district slot to add specialist jobs. Stellaris. . Within a year after colonizing the planet in the system, an event. And at least it sounds plausible. 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. 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: + Highest base damage compared to plasma and disruptors. 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. It makes tech trees flow better and while you can still aim for specific techs, there's no. That's a 1:1 ratio, which means (relatively speaking) defense. For most empires, the new tradition system changes very little. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 85 min and AUC was 111,259 AUFS · min − 1 (B) . 6 that's still being established. Tailor to your enemy. 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. 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. As it says. Title. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 3) as prerequisite for arc emitters. Energy req. It does better damage and penetration. For M, S and L slots separately. In Stellaris combat all ships are always firing but not all ships are always receiving fireAn einigen Stellen wird von Stellaris her nur eine Zahl vor dem Komma angezeigt, es wird aber mit Nachkommastellen gerechnet. I seem to see a big preference for Plasma over lasers in guides I've read. Stability is a sign of high or low pop production. 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. 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). Under the content folder you'll find megastructures, in that folder it'll have a file for each. In Stellaris there is only ship design and fleet management. 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. Armor was at 50% or below. 5 ③ Neutron Torpedoes 50->62. There's also a mod that allows you to research them all by giving the tech. After that change, plasma became the best weapon because of its bonus vs armor and hull. - Lowest Range. In 3. Without rating this mod it's much harder for others to find it. It's totally backwards to me. Incorporating secondary weapons such as lasers or. I seem to see a big preference for Plasma over lasers in guides I've read. 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. you need plasma accelerators (or even plasma cannons? i think some of those dependencies were changed in 1. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. All Discussions Screenshots Artwork Broadcasts. There is no point to Proactive stance. More information can be found in Stellaris Dev Diary #293. Lasers deal less damage, lower range, more accurate but the damage is immediate if target vessel is in weapons. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 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. Disruptors and the new L-size autocannon are a joke with 40 range on a battleship (shortest range ship computer only advances to 50 range). Back is Kinetic, Front is Mega-cannon. 22 Badges. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. However, as this post shows, choosing between the two weapons is a little more convoluted. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. You want anti-armor/anti-hull weapons. For Stellaris version 3. Where lithoids are basically rocks, plasmoids are basically stars, so one. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Just a tad confused about what to do to get the achievement. Missiles are somewhat better against point defense, by dint. Missiles have few strengths and many weaknesses. I cannot afford this right now, and I don't know how to change it. The combination of torpedo and plasma make for adaptive corvette, but i always use also a full autocannon one as well. Well, Null Void Beam alone is a terrible idea. 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. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. 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. Shields. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma is good, but it should also be paired with kinetic weapons. Plasma seems to miss alot for my taste. Also, I just unlocked destroyers. I really enjoyed my artillery fests but that playstyle is ded now. Replace bureau office with research lab. #9. 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. Content is available under Attribution-ShareAlike 3. Cruisers are great with anti armor duties, full Medium Plasma (lasers if you don't have it) still works really well on them, Missiles are also a good option for any ship if the enemy isn't using PD against you, even if they are, toss one Swarmer Missile on each Cruiser to draw PD fire for your Missiles or. If you are lazy you can make an anti missle laser driver ship. 3. 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. Samples. 2. Get into the role playing of your people a little bit. . And Engineering research seems more busy in general so weapons from blue tech also seems like a. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Anything explosive, don't bother this patch. Minimum range combined with firing arc is a horrible concept. The accurancy percentage value on your weapon indicates the probability to hit. 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. Relentless: Use in the command phase on a friendly vehicle. Maybe it's what is used to help. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. 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. 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. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Also, added bonus: plasma is easier to research as well. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. -new and updated graphics. Steps to reproduce the issue. Lasers and plasma cannons are effective against heavily armored ships but less effective against shielded targets. 25-30K with plasma and armor piercing things (like torpedoes). Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. 6 fleet composition. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. All Discussions. However I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. PD is an excellent counter to many of their offensive capabilities. Space Amoeba: Cost: 2000 Society research +5%. 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. This page was last edited on 14 October 2017, at 10:55. DLCs/version. 28 Badges. Stellaris > General Discussions > Topic Details. FireclawDrake. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. 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. 64 Badges. Thanks for any tips!Plasma thrusters also consume significant resources even while just idling: While charged, but not producing thrust the plasma thruster will use 913. Don't even think about medium and large, they're not worth it. Here's a quick guide on what different weapons do in game. Like plasma-missile, and not plasma-PD. Generally. r/Stellaris • Plasma Changes in 2. Stellaris is at least partially about unleashing your imagination as you play. Before 2. I want some advice on how to turn these stupid junk into something of value. 9. Received widsom is yes, you should take Mass Drivers or Lasers. Start a 52 mineral/month Market trade, selling excess to keep energy up. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. Tres Cantos 28760, Madrid, Spain) to blank S. Energy weapons such as Plasma Accelerators, Particle and Tachyon Lances, and Laser Cannons melt their armor and hull right off for some nice space BBQ. The best weapons in the destroyer age are Disruptors and Autocannons/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. Content is available under Attribution-ShareAlike 3. 4. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. few light seconds at best. These IDs are usually used with the research_technology tech ID command. 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. Only draw back is the lower tracking and accuracy. The only new tradition that really shakes things up. 49 vs Warrior;. 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. Mobile view. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 54, 29. 24 , 24. Gigastructural ship IDs. 6. 16 DPS. Plasma is basically just better. casual friendly.