Stellaris plasma. 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. Stellaris plasma

 
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 bitStellaris plasma The plasma bombardment effect doesn't work for me but it could be a bug or a conflict with another mod

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. Ive tried everything to find and remove the mod conflict but it seems like I cant do anything about it except. Go to Stellaris r/Stellaris. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. 3 comments. It makes tech trees flow better and while you can still aim for specific techs, there's no. . 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. - Lowest Range. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. So, me and my friend jump in the system and within the first second, two. 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. 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. For M, S and L slots separately. Disruptors I mostly don't use unless. I decided to compare 4 main types of weapon against each other on same ship designs. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. NOTE: This mod has. Yeah basically the guide above. M plasma: 5. As the planet grows you will reach critical points where you get to decide the future of the living planet. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Subscribe to download. Members Online •. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Missiles are somewhat better against point defense, by dint. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Version 1. 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. 2I find I need a combined fleet that includes: - about one 1/10 to 1/5 picket class ships, both flack and pd. Build a special armor only fleet filled with plasma and lasers for it to fight alongside. The only new tradition that really shakes things up. This page was last edited on 14 October 2017, at 11:48. 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. Load up Stellaris 2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Go. In Stellaris there is only ship design and fleet management. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 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. Oct 18, 2021 41 3. . 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. Stellaris cheats and commands. stellaris plasma. Not great, but not impossible. And costs the same amount of energy to equip. So dump shields and grab your heaviest armor and plasma guns. Al has major fetish for point defence. r/Stellaris • Plasma Changes in 2. But it depends who you are fighting. In a game with as many dice rolls as Stellaris, it's far more useful to think of it as such. 1. I seem to see a big preference for Plasma over lasers in guides I've read. Plasma and laser weapons have different characteristics. 1 8th December 2018. Plasma: 2. 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. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). I have 2 questions about this: 1) Lasers have higher DPS and accuracy. #2. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. 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). armor, so they to hull damage. Sacrifice influence and a district slot to add specialist jobs. Large Plasma is notoriously bad with that 45-80 range. The simple plasma accelerator is a weapon for all seasons in Stellaris. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. Mobile view. + Ignores 100% Armor. Use it to very quickly take down shields, then everything else rails the target with plasma and tachyon lances. Shields. 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. B. While on paper more influence sounds nice, you only get. The accurancy percentage value on your weapon indicates the probability to hit. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. Hull- 9. Mean peak plasma concentration (C max) and mean time to. stellaris plasma. If your shields and armor can take it, good. 10. Content is available under Attribution-ShareAlike 3. 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. This will slaughter entire fleets. Missile Defense. This page was last edited on 14 October 2017, at 11:49. Cautious is the optimal policy. Stellaris Real-time strategy Strategy video game Gaming. See more Stellaris modding information at odingaming. For M, S and L slots separately. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. Sep 27, 2016 505 563. 2 they were the best. 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. Happiness adds to stability. This is, IMO, the one thing that really sets Stellaris apart and really represents a step forward for the 4X genre. 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. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. Al has major fetish for point defence. 6. So even though Lasers are the inferior weapon, you're almost always better off going with them since they lead towards the techs you want for later and the performance difference with. 99 DPS. 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. Did you ever just play it in super slow to watch the. Automated Dreadnought question. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Large Plasma is notoriously bad with that 45-80 range. troyunrau • President • 7 yr. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. Laser are good to an extent. Yeah the S- or M plasma on Line Cruisers are fine. Council scientist with: 1. 1x Tachyon/4x Scourge Missile won every fight, losing an average of 29 out of 160 ships. Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. 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. casual friendly. Regular Torpedoes are not affected by shields and are good vs. They're using 1. I totally understand that it was OP particularly in multiplayer games but I don't play multiplayer much and when I do we mostly never fight eachother so vassels aren't a big deal. 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. - Stellaris has rather limited maximum sound channel capacity. Mai 2016 um 6:42. Hey everyone. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. I 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). 9! Should still be compat with 3. Physics research#Plasma Accelerators Tech. All that I did is fixing the particular mod that shouldn't become oblivion. More information can be found in Stellaris Dev Diary #293. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Relentless: Use in the command phase on a friendly vehicle. Mean peak plasma concentration (C max) and mean time to peak plasma concentration. Their ships have poor to no shielding. Loadinv save fixed it. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Only draw back is the lower tracking and accuracy. I like them on corvettes before I get plasma cannons. 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. - about 1/4 torpedo frigates (new ship class) - about 1/4 brawler type corvettes and destroyers. I seem to see a big preference for Plasma over lasers in guides I've read. Carrier cruisers are excellent when. Plasma bombardment should. 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. 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. There's also a mod that allows you to research them all by giving the tech. They're missiles, strike craft and acid bursts that either shreds or ignores shields. I cannot afford this right now, and I don't know how to change it. Obviously Plasma. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Reply. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine. 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. The standard and generally most powerful battleship build, which does well in every single scenario in a single player game of stellaris, is giga cannon + 4 proton launchers. Their high damage is really nice, and corvettes are fast enough that they don't need the range. This is a mod sort of complimentary to either Kepler68's More Star classes, or Annatar's Real Space,. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. apf5 • 6 yr. Usually that means that your ion cannons only have. 5 ③ Arc Emitters 45->56. Fill empty building slots with research labs. 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). I’ve been using plasma line so far and it seems to work decent. Empires live and die by the strength of their fleet in Stellaris. Start a 52 mineral/month Market trade, selling excess to keep energy up. numinos710 Fanatic Materialist • 3 yr. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 9. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ago. The original author is Silfae, who created many outstanding portraits for Stellaris. ago. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae) Description. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. 2 I decided to stop this mod line. -New Weapon Tiers, all halo weapons follow a clear and defined progression. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). Makes them able to get through both armour and shields. mcsproot. Description. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 8%. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. Menu. First Contact. All Discussions. 85 ± 5. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. I seem to see a big preference for Plasma over lasers in guides I've read. Large lasers and proton launchers would have a 5% chance to hit. 1x Emitter/4x Large Plasma won every fight, losing an average of 92 out of 160 ships. ago. 6. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Hopefully they revert the change but I highly doubt it. This guide will be updated with every major stellaris patch being released. r/Stellaris • How to counter corvettes spam and making ships useful. glee8e. - "Only" 50% AP, No Bonus vs. 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. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. It's even worse if multiple missiles are aiming for the same target. I was wrong. Take pops off your bureau building. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. Replace commerce building with research lab. 2 they were the best. About Stellaris Wiki. I really enjoyed my artillery fests but that playstyle is ded now. My Cruisers just blow holes into anyone dumb enough to get close, to keep the. Their ships have no shields but a FUCK TON of armor and hull points. Stellaris - Plasma accelerator. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. . FireclawDrake. As for the mentioning of Titans, that counter will always be there even w/o DLC since Awakened Empires can still build them iirc. 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. About Stellaris Wiki. Neutron Sweeping: 48000: 5 Neutron Sweep colossus weapon Colossi; Completed the Colossus Project; Pacifist; Either: Spiritualist; If Utopia DLC: Mind over Matter Two autocannons and one plasma. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). 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). Plasma Auto. 2. The simple plasma accelerator is a weapon for all seasons in Stellaris. 3/2. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I generally switch to plasma/ripper auto cannons on corvettes by late game. ; 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. 64 Badges. After that change, plasma became the best weapon because of its bonus vs armor and hull. Stellaris. For M, S and L slots separately. For Stellaris version 3. Note : don't use plasma if you have a superior laser tech. Stellaris 50396 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213. 3 eps + 880 eps per superconductor ring. 9! Should still be compat with 3. 27. 5 ③ Neutron Torpedoes 50->62. 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. First Contact. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. If your shields and armor can take it, good. needed and were stuck with insane research times like 40-60 months when all we. I seem to see a big preference for Plasma over lasers in guides I've read. 26 for Stellaris 3. Reply reply. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. You can use energy torpedoes or disruptors to bring down their shields to make these weapons more effective. 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. Which is better depends on the target. Full Disruptor fleets can be a thing, but the issue is raw DPS. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. u will see i already. At maximum thrust the plasma thruster will use 248 pps + 386 pps per superconductor. Battleships have X as their main Spinal Weapon once researched, think MAC from Halo. 4 damage taking into account accuracy and evasion. Is null void beam good? General. Which is better depends on the target. + Ignores 100% Armor. Plasma launchers launch balls of highly energized and destructive plasma. 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. Rename your leaders after your buddies and enemies. A tech tree is fine for Civ but Stellaris is better without it. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Minimum range combined with firing arc is a horrible concept. 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. ( 22 ); retention time was 3. Reply. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. BigBangA1. SE Humanoid is an add-on to our previous entry that’ll further increase your species variety by adding new body types for the different “Humanoid” portrait groups available in vanilla Stellaris. Stellaris Mods Used: Extra Ship Components 3. The reason I started this project was because I found lots of Stellaris content creators on YT giving the same advice: neutron launchers are king. Shields. Plasma Cannons can be obtained from at least 2 different anomalies, though they still need 50% research. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. Nulls were fired but plasma not. 2. If you are lazy you can make an anti missle laser driver ship. Next Last. Choose weapons that ignore or are more effective against the enemy’s ship design. ; About Stellaris Wiki; Mobile viewNov 9, 2023Plasma is an evolutionary dead end. Dark Matter techs are only unlocked from Fallen Empire debris. Tech rush to your little heart's content. The best part?. You can mod this, but it’s a pretty substantial change. The scourge relies very heavily on missiles and strike craft. Jump to latest Follow Reply. This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. Reply. 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. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. I generally switch to plasma/ripper auto cannons on corvettes by late game. 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. 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. 396K subscribers in the Stellaris community. 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. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. 417K subscribers in the Stellaris community. corisai Apr. 0 unless otherwise noted. Well, Null Void Beam alone is a terrible idea. 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. All the images are of ship designs the AI created with this mod. 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. Gauss do more DPH and have less penalty hitting armour. 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. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree With a new ascension perk called Stellar Manipulation (requires tetradimensional. Vanidas Dec 3, 2016 @ 7:33pm. Game Mod. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. Content is available under Attribution-ShareAlike 3. 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. 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. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering. Investigating it as a project got a copy of. 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. #footer_privacy_policy. 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. 54, 29. It's good by itself, but doesn't lead to other more advanced weapons. I want some advice on how to turn these stupid junk into something of value. New Quest Chain: Interdimensional Portal. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. DLCs/version. ★Looking at 9 Great & New SPECIES PORTRAIT MODS for STELLARIS - Make Your Games Unique! Pictures, Text, Info, Discussion only :-) Stellaris News Playlist (Ne. Any new planet. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Thanks for any tips!Go to Stellaris r/Stellaris. Against shields only and armor only. 7 and 3. Apr 25, 2017 286 62. Tres Cantos 28760, Madrid, Spain) to blank S. Updated to 3. Description Plasma accelerator Game Version 2. Fighters get shot down, missle get intercepted, plasma and disrupters. _Absolute_Maniac_ • 2 yr. - Lowest Range. 2. What do I do?Stellaris Destroyer Uses. 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. 6 that's still being established. 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. 1; Reactions: Reply. 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. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. 4. © Valve Corporation. Generally. 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). The best weapons are a combination of driver and lasers. However, as this post shows, choosing between the two weapons is a little more convoluted. Quark-gluon plasma, found in quark stars. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Jun 4, 2020. 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. Don't even think about medium and large, they're not worth it. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae)Description. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. • 5 yr. -Overhauled balance. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. In 3. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Remember that Stellaris doesn't really allow you to choose what techs to research. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. you need plasma accelerators (or even plasma cannons? i think some of those dependencies were changed in 1. #footer_privacy_policy | #. 15 vs Swarm, 9. Only by about . Title. You can now justify going Militarist on a tech rush build; it doesn't give any economic bonuses, but with the opportunity cost of Technocracy no longer a big deal you can absolutely afford that for stronger military bonuses later.