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. Not as effective but still effective. 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. Thanks for any tips!Go to Stellaris r/Stellaris. First Contact. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). Investigating it as a project got a copy of. Description. Report. Received widsom is yes, you should take Mass Drivers or Lasers. As long as you have other weapons to deal with shields, plasma is generally better than the highest level laser. I cannot afford this right now, and I don't know how to change it. 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. They are extremely effective against armor and very effective against hull but highly ineffective against shields. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Stellaris > General Discussions > Topic Details. Description. DLCs/version. 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. 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. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. Its Psi-Lightning weapons are basically just slightly stronger versions of Cloud Lightning, with a damage range of 1-136 (IIRCas you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. Report. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Mean peak plasma concentration (C max) and mean time to peak plasma concentration. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. This page was last edited on 14 October 2017, at 11:48. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. It does better damage and penetration. 2. TheMoe Colonel. 2. 8, 3. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. 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. Next Last. It's totally backwards to me. 在游戏之中,总计有 460 个科技,但对于单次游戏进程而言,玩家几乎不可能同时掌握所有的科技。. 85 ± 5. 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). First - lasers have more RoF (I'm looking into game. Stellaris. r/Stellaris. 2. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. Thanks for any tips!138 votes, 59 comments. Even if you get the slot for free. 5 ③ Phase Disruptors 50->62. 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. 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. r/Stellaris • Plasma Changes in 2. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. 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. I generally switch to plasma/ripper auto cannons on corvettes by late game. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. 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. 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. Space Amoeba: Cost: 2000 Society research +5%. I’ve been using plasma line so far and it seems to work decent. Thanks for any tips!Stellaris 50447 Bug Reports 30795 Suggestions 19134 Tech Support 2888 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1216. All avail. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. Hey people, I am currently in deep Shit with the endgame crisis Prethoryn Scourge and wanted to ask, how I can still win. Mega Cannon is the go to choice because it reaches the enemy before other weapons due to X-weapons larger range and kinetic is good against the shields. Their plasma projectiles are even deadlier. The only time plasma wins out over lasers is in specialization. RUMORS: New Imperial Guard Stratagems. 396K subscribers in the Stellaris community. Point-Defense: your only anti-missile option before getting to Cruisers. 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. 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. They will do somewhat less damage vs 90% armor than plasma, but considerably more against shields, and will also penetrate regenerating shields. Before 2. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. (Ship count, as distinct from fleet power. 0 average damage and will hit 60% of the time, for 47. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 4. 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. Depends on the enemy’s defenses. Jump to latest Follow Reply. Build a bastion in the system, and spam defense platforms with plasma or lasers. ParasiteX May 21, 2017 @ 2:55am. Shields and anti-hull weapons. Plasma is an evolutionary dead end. Within a year after colonizing the planet in the system, an event. Choose weapons that ignore or are more effective against the enemy’s ship design. 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. 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. Once plasma weapons become active, you can include them in your destroyer fleet to stand against any heavily armored ship. -New Weapon Tiers, all halo weapons follow a clear and defined progression. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. #2. B. 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. Also, be careful of the main crystal-hub system; it's a pulsar, so you'll have no shields. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Agreed. 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. 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. Build city districts to get more slots for more research labs. The issue is that Plasma is a dead-end tech that leads nowhere, while all the powerful late-game weapons require you to have researched Lasers as a prerequisite. ) 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. 4 damage taking into account accuracy and evasion. 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. Pharmacokinetic Analysis. Missile damage is inferior to Stormfire, Gauss, Plasma according to field tests. With all that said, Plasma is actually usable since it really is the only option in its niche. ago. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. The only new tradition that really shakes things up. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. Hey everyone. I seem to see a big preference for Plasma over lasers in guides I've read. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. 3/2. Their ships have poor to no shielding. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. PD is an excellent counter to many of their offensive capabilities. Plasma is more damaging and is a "ship-killer" that does extra Hull damage (0 hull points is when ships die or warp out), but has shorter range and is less accurate . This way my BS take out any enemy. NOTICE: This mod is intended for low to medium-end PC's. Start your bets for how long will it continue. Anything explosive, don't bother this patch. I seem to see a big preference for Plasma over lasers in guides I've read. Go. - "Only" 50% AP, No Bonus vs. stellaris plasma. SE Humanoid. 5 ③ Hyperspace Slipstreams 50->62. 2. 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. New Quest Chain: Interdimensional Portal. As a fleet 3. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. Stellaris > Workshop > Milk's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. Plasma samples were analyzed using. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. So as long as you have enough of both types you won't have any problem. 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. Stellaris cheats and commands. The scourge relies very heavily on missiles and strike craft. The Small Gamma Laser does 31. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". 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. 5 ③ Neutron Torpedoes 50->62. If your shields and armor can take it, good. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). Going for both options is reliable since both. 0? Business, Economics, and FinanceIn this video I take a long look at Cruiser design in Stellaris. 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. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. You want anti-armor/anti-hull weapons. - Lowest Range. Shields. Two autocannos and a plasma makes them quite good. Donating plasma. Regular dragons work a little bit differently. But combined with plasma, neutron or lances it is a really useful weapon. Plasma Accelerators Tech. So in my opinion the giga canon is really the way to go. 2 Patch Released. #9. 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. At maximum thrust the plasma thruster will use 248 pps + 386 pps per superconductor. 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). Thanks for any tips!Honestly, the military power that ion cannons add to star citadels isn't as important as granting said citadels the ability to force an enemy fleet into combat the instant they enter your star systems and inflict damage with impunity, until the enemy fleet finally gets into range to fight back. Comander-07 Jul 15, 2017 @ 3:20am. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Thanks for any tips!First, lets assume our target corvette is evasion capped at 90% (worse case scenario for us). And costs the same amount of energy to equip. Easy, plasma. Autocannons are good on corvettes. Subscribe to download. ; About Stellaris Wiki; Mobile viewHowever I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. that deal bonus armor damage, 4 large slot plasma weapons, and 8 powerful PD weapons. Plasma Weapons: + More base damage than disruptors, but less than a laser. 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. 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. Mining drone lasers do 75% against hulls, but have slightly less accuracy and damage. 5 average damage and will hit 80% of the time, for 25. Tech is limited by the number of Researchers you can run. 0 unless otherwise noted. Energy-eating plasma beings would be a bit redundant with that. Get into the role playing of your people a little bit. 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. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. that is a 325% difference in base DPS before adjusting for modifiers. Their ships have no shields but a FUCK TON of armor and hull points. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. #2. 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. Still learning combat and I thought I had decent missile defense. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Now I just have to re-train my Elite angerous brain to remember that in Stellaris energy is good vs hull, kinetic good vs shields. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Accurancy is another check to suceed after the enemy doesn't evade your fire. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. 3) as prerequisite for arc emitters. Stellaris. 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. Thanks for any tips!Europe PMC. Not great, but not impossible. Dec 8, 2018; Add bookmark #1 I've seen mention that--in reference to the Admin Cap--you shouldn't claim a worthless star. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Hull- 9. 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. Well, they do excel at two things, killing station defenses and lighter ships at a long range. ago. About Europe PMC; Preprints in Europe PMCI seem to see a big preference for Plasma over lasers in guides I've read. The scourge relies very heavily on missiles and strike craft. Also kinetics sucks now. Minimum range combined with firing arc is a horrible concept. 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. Plasma Weapons: + More base damage than disruptors, but less than a laser. Only draw back is the lower tracking and accuracy. [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). The happier the pops the higher the stability. Obviously Plasma. Description. 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. Anything explosive, don't bother this patch. I seem to see a big preference for Plasma over lasers in guides I've read. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. All empires will have. Samples. Detailed notes at the end of the description. 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. Plasma launchers launch balls of highly energized and destructive plasma. Menu. Plasma, Particle Launchers, Torpedoes, etc. Especially if you're aiming for kill rate you'll need very specialized fleet. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. Star Wars, Warhammer 40K) here as I find they break immersion. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Pragmatic Captain. Anti-shield is sprinkled in the rest of the fleet, so that's covered. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. ③ Plasma Cannons 50->62. I'm sure there. I have 50 destroyers fitted with flak turrets and that is my fleet’s. The best weapon vrs Armor is Plasma 3. . This is, IMO, the one thing that really sets Stellaris apart and really represents a step forward for the 4X genre. vs FX2: win, 105. The plasma does more to them than a laser because of the bonus to armor and. Usually that means that your ion cannons only have. Then go torpedo and autocannons. Updated to 3. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. It scores high on versatility and reliability. 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. You can mod this, but it’s a pretty substantial change. . They are good against both armor and shields. Jun 1, 2022; Add bookmark #1 So ive been playing a few games with overlord. All the images are of ship designs the AI created with this mod. Another Stellaris crossover, this time with Halo. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae)Description. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. Thanks for any tips!Can someone help me figure out when to use each of these? Disruptors at least are a little different in that they decimate shields, so I'm assuming it's a good idea to have some if you're rocking energy weapons. HALO WARS STELLARIS v1. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. Best. A tech tree is fine for Civ but Stellaris is better without it. Avoid missiles and torpedoes. I could not disagree more, tech trees are formulaic and make little logical sense. Reply. 8%. I seem to see a big preference for Plasma over lasers in guides I've read. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. 9. Maybe it's what is used to help. Gigastructural ship IDs. 9 ‘Caelum’ is Out, What’s Next? r/Stellaris • 3. 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. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. 28 Badges. 6 for now. Stellaris. 3) Zum größten Teil bei Punkt 1 erklärt worden. Which is why it's quite hilarious when your stellar accelerator actually does create a black hole and oopsies the solar systems' habitable worlds. As you devour a planet, you consume aspects of its planetary features to grow on the Living Planet. And Large Plasma is no better. Kaikki oikeudet pidätetään. 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 seem to see a big preference for Plasma over lasers in guides I've read. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. Heyo, this mod was abandoned so I've taken it up to do upkeep and what not! The original mod was made by Quol but he is the dead (not literally), so ya (his description below) This submod for Gigastructural Engineering adds new systems centered around collecting. Alle produzierten Rostoffe wandern ins Hauptlager und dann werden alle Ausgaben aus diesem getätigt. 3 eps. PD is an excellent counter to many of their offensive capabilities. The Cutting Lasers you get from mining drones. Armored Torpedoes and Plasma Thrusters as valid tier 3 options, which usually means only one needs to be researched before Star Fortress will show up. #footer_privacy_policy | #. So dump shields and grab your heaviest armor and plasma guns. 27. But it depends who you are fighting. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack. I seem to see a big preference for Plasma over lasers in guides I've read. I have encountered a mod conflict in my recent game with the legacy version of Gigastructural Engineering,which leads to the Stellar Systemcraft never spawning upon completion of the megastructure. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. 25 Modifiers. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. 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. Plasma has -75% to shields and +100% armor and +50% hull. 2 I decided to stop this mod line. Version 1. 6 change. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. 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. 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. However I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. 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). Gauss Cannons have longer range and can be small, medium or large. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. I take you through every viable build currently in the game, why they work and the methodolg. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. 0 unless otherwise noted. 1x Emitter/4x Large Plasma won every fight, losing an average of 92 out of 160 ships. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Happiness adds to stability. It looks like about 2. 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. Shields. Also kinetics sucks now. 4. #footer_privacy_policy. I was wrong. 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. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. * (Le Guin) If you like this mod, please come back to rate and favorite. Plasma seems to miss alot for my taste. As for the mentioning of Titans, that counter will always be there even w/o DLC since Awakened Empires can still build them iirc. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. Last edited by FateWeaver; Apr 15, 2018 @ 9:56am < > Showing 1-15 of 20 comments . This list only includes novel species or vanilla variants; you won't find portraits from other sci-fi universes (e. Stellaris. . 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. You go with a science ship to a system with the L-drake, it gives you a little project to tame it and when you have control over it, use it in some safe fights like starport sieging, thus leveling it up. • 5 yr. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. 85 ± 5. I find that plasma works better. Baldrik3505 Corporal. - about 1/3 torpedo/missile cruisers. All that I did is fixing the particular mod that shouldn't become oblivion. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. Jan 20, 2019. I encourage all the active modders to take over the mod's idea and bring it back to life for the upcomming patch :) No support for 2. If you're going for Plasma Cannons, don't research Disruptors. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. Build a special armor only fleet filled with plasma and lasers for it to fight alongside. I think their weapons do +50% to hull but I don't remember. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. Generally. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. S. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". Thanks for any tips!Stellaris Dev Diary #313 - 3. You want anti-armor/anti-hull weapons. 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. LuNi. I seem to see a big preference for Plasma over lasers in guides I've read.