From what I remember, it’s an event that appears in the situation log and required physics research to reveal the core and lanes. 8, 3. Against shields only and armor only. However, as this post shows, choosing between the two weapons is a little more convoluted. Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Any given battle will have hundreds to thousands of random rolls, so in aggregate they are pretty much guaranteed to produce something not meaningfully deviant from the average result. Stellaris is at least partially about unleashing your imagination as you play. Typically, Plasma Cannons are best for use against armor, but not against shields (Unbidden have shields and no armor, Scourge have armor and no shields). 62 dpd and see above MD actually have quite high base damage. Torpedo assault carrier is the most balanced ship design. Relentless: Use in the command phase on a friendly vehicle. The Small Gamma Laser does 31. Then go torpedo and autocannons. Autocannons will tear apart corvettes while kinetic batteries are battleship/station killers. 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. However I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. 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. NOTICE: This mod is intended for low to medium-end PC's. 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!. 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. In early game, AIs tend to install missiles on outposts and players prefer hangar for defending Corvette rushes, so mixing a few point defense ships generally pays off. 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. When it comes to AI you need plasma only until you get proton, and neutron launchers. Especially if you're aiming for kill rate you'll need very specialized fleet. Plasma range is really short though, so any kind of decent build will obliterate the plasma using ships well before they even get in range to try and return fire. Agreed. It looks like about 2. Are they better than lasers though, particularly with corvettes?. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I always heard that if you put disruptors, you should only put disruptors. 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. With all that said, Plasma is actually usable since it really is the only option in its niche. They're using 1. 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. And Large Plasma is no better. 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. 0 average damage and will hit 60% of the time, for 47. Also kinetics sucks now. Shields. I generally switch to plasma/ripper auto cannons on corvettes by late game. Best to standardise. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. Get into the role playing of your people a little bit. Yeah the S- or M plasma on Line Cruisers are fine. All avail. 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. 4. Start a 52 mineral/month Market trade, selling excess to keep energy up. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. In Stellaris there is only ship design and fleet management. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. 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. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). Gauss Cannons have longer range and can be small, medium or large. 2 they were the best. 2 Proton Torpedos, one m-plasma and one m-laser. 1x Emitter/4x Large Plasma won every fight, losing an average of 92 out of 160 ships. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine. 1; Reactions: Reply. ParasiteX May 21, 2017 @ 2:55am. Stellaris. 64 Badges. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 6 that's still being established. But what about laser and plasma? They both do extra armour damage. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. As it says. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. 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). ; 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. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Like plasma-missile, and not plasma-PD. Slightly. Stellaris > General Discussions > Topic Details. If you go disruptors and missiles though, a few carriers go along just fine. Disruptors and plasma chew through both shields and armour each respectively, so your best bet is out-ranging them with long-range weapons like missiles. Kaikki tavaramerkit ovat omistajiensa omaisuutta Yhdysvalloissa ja kaikkialla maailmassa. 1 level 5 shield, 5 level 4 shields, 2 advanced reactor boosters, zero point reactor, jump drive, plasma. Which is better depends on the target. Stellaris uses technology card system - that means that each time a technology is researched, a player is given a choice to research one of the N available technologies. 27. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. 16 DPS. All that I did is fixing the particular mod that shouldn't become oblivion. For some reason it has 45-80 range, which is weird. 3) as prerequisite for arc emitters. Description. AC have a max range of 30 and can only be small. Content is available under Attribution-ShareAlike 3. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. Plasma samples were analyzed using. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. The plasma does more to them than a laser because of the bonus to armor and. . ago If you want the math for energy spam vs balanced loadouts, imagine that you have 6 weapons that deal 10 dps baseline with a +50% boost vs one defense. 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. Investigating it as a project got a copy of. They basically have half the range (or less) than most of the more common weapons. point defense is so horribly broken that even T1 breaks missiles. . The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Swarm lover Major. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Honestly, I don't even bother with mass drivers at all. 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. 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. 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. 9, where plasma is slightly OP due to all weapons and armor working differently back then. FireclawDrake. I just can't find a reason to build this ship type, yet AI insist on building lots of this useless thinginto my federation fleet. It's good by itself, but doesn't lead to other more advanced weapons. They are extremely effective against armor and very effective against hull, but highly. How Stellaris' Orion Update Rebalances Space Combat. P. Missile starting weapons (by the time you research battleships, you want to switch to kinetic and plasma though) Militaristic empire Warp drive Full tutorial on, when you start a new game. 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. May 21, 2018 @ 3:47pm They ignore shields and some of them even ignore armor. -New Weapon Tiers, all halo weapons follow a clear and defined progression. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Disruptors only come in small/medium varieties, penetrate. Plasma bicarbonate concentration was calculated by application of the Henderson-Hasselbalch equation using values as a function of pH (Albers & Pleschka, 1967) and CO 2 solubility, (Pleschka & Wittenbrock, 1971) determined in plasma of Scyliorhinus stellaris. I set up specific counter loadouts for whatever Crisis. It's obviously based on the real-life fear/hysteria people had about the Large Hadron Collider potentially creating a black hole that would end the world. Reply reply. It's totally backwards to me. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. stellaris plasma. Baldrik3505 Corporal. troyunrau • President • 7 yr. Seems a pretty effective combination. 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. I know some mods have done the nomadic origin, but I don't think it would work with this. Rename your leaders after your buddies and enemies. 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. Not as high as KA, but higher than plasma or lasers. Give me a reason to build cruisers. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. Signature Weapons [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. 25 Modifiers. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. 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. 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. #14. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. 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. Also, added bonus: plasma is easier to research as well. As long as you have other weapons to deal with shields, plasma is generally better than the highest level laser. RUMORS: New Imperial Guard Stratagems. Their weapons focus on armor damage (lots of plasma weapons) so you should stack some more shields and since they also use focused arc emitters you. 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. Their ships have no shields but a FUCK TON of armor and hull points. 24 , 24. 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. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. Easy, plasma. Yeah basically the guide above. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Also, don't mix missiles and non missiles. If you can get a P slot instead of an S slot, PD largely outperforms plasma at every tech level - even where plasma gets a slight edge, PD is still vastly preferable on the basis of getting a complete blowout against anyone using missiles. After getting back into stellaris with the new dlc and not knowing the fship changes that well, I appreciate this, ty! Reply Aggravating-Sound690 Determined Exterminator •. Which is better depends on the target. Where lithoids are basically rocks, plasmoids are basically stars, so one. Early-to-mid-game, cruisers with medium slot plasma and a hangar are OP. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. Use it to very quickly take down shields, then everything else rails the target with plasma and tachyon lances. It is only visible to you. All that I did is fixing the particular mod that shouldn't become oblivion. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. 3. 1. 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. If you want Autocannons, stop with the Missiles. If you have the resources to field them, pair them with kinetics autocannons if you have them to shred shields so the accelerators can destroy the hull. You want anti-armor/anti-hull weapons. Stellaris > General Discussions > Topic Details. Offensively: Plasma launchers, mining lasers, or lasers - Crystalline Entities have resilient and regenerating hulls, but no shields or armor; Unique salvage: Crystal-Infused Plating from ships, Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game. They're missiles, strike craft and acid bursts that either shreds or ignores shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. At maximum thrust the plasma thruster will use 913. In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. About. 3. 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. 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). ago. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. Two autocannos and a plasma makes them quite good. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Large Plasma is notoriously bad with that 45-80 range. 26 for Stellaris 3. I seem to see a big preference for Plasma over lasers in guides I've read. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. I was wrong. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. Shields. _Absolute_Maniac_ • 2 yr. Plasma: 2. Are Plasma Cannons better than Lasers in 2. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. Thanks for any tips!Europe PMC is an archive of life sciences journal literature. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 10. B. This is only possible with the L-drakes. Avoid missiles and torpedoes. 5 ③ Neutron Torpedoes 50->62. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Lasers: + Highest base damage compared to plasma and disruptors. Plasma Plasma are best used in small ships to fight larger ships when you don’t have enough/good enough large ship of you own. 32, 5. Any new planet. Well, Null Void Beam alone is a terrible idea. I decided to compare 4 main types of weapon against each other on same ship designs. ; 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. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. Plasma Auto. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 60 - Laser, Gauss, Plasma and Disruptor. Choose weapons that ignore or are more effective against the enemy’s ship design. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. 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. CryptoStudies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. Tres Cantos 28760, Madrid, Spain) to blank S. Mono-cruiser fleets are totally viable. A tech tree is fine for Civ but Stellaris is better without it. Plasma Thrusters 8000: 3 Plasma Thruster Ion Thrusters Base: 81. Also, the void cloud lightning is better. puts it on the level of lvl 2 laser / kinetics , so you should compare it with that; And at that point the Null Void is extremely strong! Against this plasma's are, frankly, a steaming pile of dung. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. Regular Torpedoes are not affected by shields and are good vs. 5 average damage and will hit 80% of the time, for 25. This results in many weapon sounds being muted in heat fights. Eventually, by reading the Stellaris wiki, I managed to make a ship design that improved the odds of survival: * Tachon Lance * Plasma Cannon * Guardian Point Defense They're using 1. 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. 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. Game Mod. I had a friend in a federation with me (human friend), and our combined fleets' power doubled that of theirs. Vanidas Dec 3, 2016 @ 7:33pm. 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. 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. . 10. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. 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. But combined with plasma, neutron or lances it is a really useful weapon. All Discussions. Another Stellaris crossover, this time with Halo. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Plasma Weapons: + More base damage than disruptors, but less than a laser. 00. 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. Space Amoeba: Cost: 2000 Society research +5%. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. It looks like about 2. 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. Well, Null Void Beam alone is a terrible idea. #2. Missile damage is inferior to Stormfire, Gauss, Plasma according to field tests. 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. Yeah, I run pure plasma and haven't had issues against the AI. Stellaris. 1; 2; Next. Within a year after colonizing the planet in the system, an event. 85 ± 5. 8%. 2. 6. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. For most empires, the new tradition system changes very little. Deswegen kann mal der Wert schon um +/-1 abweichen. It has higher armor penetration, which will lead to probably more damage. The best weapon vrs Armor is Plasma 3. Build a bastion in the system, and spam defense platforms with plasma or lasers. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. 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. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". ago. 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. 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. Energy-eating plasma beings would be a bit redundant with that. 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. 0? Business, Economics, and FinanceIn this video I take a long look at Cruiser design in Stellaris. Stellaris 50499 Bug Reports 30970 Suggestions 19167 Tech Support 2905 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Autocannons are good on corvettes. Laser are good to an extent. For Destroyers, Medium Weaponry works best. #2. you need plasma accelerators (or even plasma cannons? i think some of those dependencies were changed in 1. It scores high on versatility and reliability. Mining drone lasers do 75% against hulls, but have slightly less accuracy and damage. If you use auto-generated ship designs those will also be improved. that is a 325% difference in base DPS before adjusting for modifiers. Oherwise your fleet will melt before even getting a chance to properly damage the enemy. 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. Large lasers and proton launchers would have a 5% chance to hit. I want some advice on how to turn these stupid junk into something of value. 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 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. apf5 • 6 yr. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. Apr 25, 2017 286 62. Stellaris. 2 they were the best. Stellaris - Plasma accelerator. Their high damage is really nice, and corvettes are fast enough that they don't need the range. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 6. Take pops off your bureau building. Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. r/Stellaris. Note : don't use plasma if you have a superior laser tech. I really enjoyed my artillery fests but that playstyle is ded now. 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. - Lowest Range. 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. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. Here's a quick guide on what different weapons do in game. You also need a large amount of territory and planets to colonize; more planets means more pop growth means more jobs and more researchers. . 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). Against this plasma's are, frankly, a steaming pile of dung. 4 damage taking into account accuracy and evasion. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. It makes tech trees flow better and while you can still aim for specific techs, there's no. This page was last edited on 14 October 2017, at 10:55. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. 2. 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. r/Stellaris • Plasma Changes in 2. One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. plasma meanwhile has 5% of the effectiveness of. Avoid missiles and torpedoes. About Europe PMC; Preprints in Europe PMCI seem to see a big preference for Plasma over lasers in guides I've read. Well, they do excel at two things, killing station defenses and lighter ships at a long range. Plasma, I think. Stability is a sign of high or low pop production. I seem to see a big preference for Plasma over lasers in guides I've read. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. + Ignores 100% Armor. 2. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Fill empty building slots with research labs. ③ Plasma Cannons 50->62. The combination of torpedo and plasma make for adaptive corvette, but i always use also a full autocannon one as well. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. A properly kitted equals size fleet (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. Plasma is better against all things except corvettes. 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. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. It does better damage and penetration. Full Disruptor fleets can be a thing, but the issue is raw DPS. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. Dolores_Mugambe. 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. If you don't get the corvette upgrades but missile techs instead, you might as well research missiles. Without rating this mod it's much harder for others to find it. Armor was at 50% or below. Jump to latest Follow Reply. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Hopefully they revert the change but I highly doubt it. But it depends who you are fighting. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Anti-shield is sprinkled in the rest of the fleet, so that's covered. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Because of limited time in RL and major changes in stellaris 2. It's a real either/or situation, but personally, stability. 9. [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). . 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. #9. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Reply. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. #footer_privacy_policy | #. Are plasma cannons good Stellaris? Plasma LauncherEdit. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack. 2. A Plasma Cannon has almost identical base damage, a longer.