3, no longer locked to ethics or civics every player can use all 3. 0 unless otherwise noted. Last edited by mss73055; Oct 22, 2021 @ 3:15am. M plasma: 5. Their ships have no shields but a FUCK TON of armor and hull points. I seem to see a big preference for Plasma over lasers in guides I've read. It can be used as a solid general-purpose weapon of choice for most battles. Swarm lover Major. Secondly, I've researched basically everything there is to research and I feel like there's still a fair bit of tech that I'm missing or unable to research if I remember correctly; 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. Not as high as KA, but higher than plasma or lasers. For that reason I typically don't even research plasma weapons until I need a tech draw re-roll. 62 dpd and see above MD actually have quite high base damage. point defense is so horribly broken that even T1 breaks missiles. 5 ③ Phase Disruptors 50->62. PD is an excellent counter to many of their offensive capabilities. 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. 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. vs FX2: win, 105. TheMoe Colonel. 3, no longer locked to ethics or civics every player. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 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. Ha! I dare. The Small Gamma Laser does 31. 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. Plasma seems to miss alot for my taste. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. 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. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Fox McCloud First Lieutenant. Especially if you're aiming for kill rate you'll need very specialized fleet. It scores high on versatility and reliability. ago. 6 for now. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. 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 have 2 questions about this: 1) Lasers have higher DPS and accuracy. Start your bets for how long will it continue. Tres Cantos 28760, Madrid, Spain) to blank S. 417K subscribers in the Stellaris community. Sort by: Open comment sort options. r/Stellaris • Plasma Changes in 2. The dragon will 1 shot the platforms with its main weapon, but rarely hits the station itself. Small Psi Shields are still weaker than Small Dark Matter Reflectors in 2. That's a 1:1 ratio, which means (relatively speaking) defense. Thanks for any tips!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. Description. 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. The Cutting Lasers you get from mining drones. Reply. Just small slots though, the medium lasers can't compete with plasma. First Contact. Subscribe to download. 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. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. 3) as prerequisite for arc emitters. Easy, plasma. I seem to see a big preference for Plasma over lasers in guides I've read. 32, 5. #footer_privacy_policy | #. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. 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. Received widsom is yes, you should take Mass Drivers or Lasers. I like them on corvettes before I get plasma cannons. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. Steps to reproduce the issue. Shields. I do the same general build as Azunai, 1 Kinetic Artillery, 3 Medium plasma and 1 Flak. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). But what about laser and plasma? They both do extra armour damage. 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. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. About. 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. 3) Zum größten Teil bei Punkt 1 erklärt worden. I always heard that if you put disruptors, you should only put disruptors. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. 60 - Laser, Gauss, Plasma and Disruptor. Lasers: + Highest base damage compared to plasma and disruptors. The only viable "missiles" are neutron torpedoes (personally I prefer gauss/stormfire for shield stripping as they can actually deal damage once shields are down) and devastators (amazing damage, but suffer all the drawbacks of missiles at a reduced fire rate). 5 ③ Arc Emitters 45->56. 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. 28 Badges. Stellaris. Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. This way my BS take out any enemy. They are extremely effective against armor and very effective against hull but highly ineffective against shields. 3 eps + 880 eps per superconductor ring. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. 6 is still in beta so the balance keeps changing. . Presuming the Destroyer has Auxiliary Fire Control to deal with their accuracy problems and Picket computer to negate evasion, Kinetic Artillery is 87 DPS versus. I always opt for researching plasma whenever it appears. 5 ③ Neutron Torpedoes 50->62. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. 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. 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. The only time plasma wins out over lasers. Stability is a sign of high or low pop production. 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. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Also kinetics sucks now. One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. Avoid missiles and torpedoes. Thanks for any tips!Get ready to blast into new depths of the galaxy with the newest expansion pass for Stellaris: Console Edition! Expansion Pass Four includes: Federations: The pen is mightier than the plasma launcher in this expansion that focuses on the galactic community and its internal politics with expanded capabilities for federations and the establishment. Remember that Stellaris doesn't really allow you to choose what techs to research. Fighters get shot down, missle get intercepted, plasma and disrupters. Plasma is basically just better. 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. I find that plasma works better. You want anti-armor/anti-hull weapons. For some reason it has 45-80 range, which is weird. Mobile view. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. 50 - Missiles, they have long ranges. Energy req. Anti-shield is sprinkled in the rest of the fleet, so that's covered. 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. 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. Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. Yeah the S- or M plasma on Line Cruisers are fine. Small plasma cannon- 6. 4. 70 dpd, -30% shield damage and 80% armor pen M MD: 6. 2. Council scientist with: 1. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Game Mod. 22 Badges. + Requirement for Particle (and Tachyon) Lances. I seem to see a big preference for Plasma over lasers in guides I've read. 02 DPS to be fair. Thanks for any tips!Stellaris Dev Diary #313 - 3. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae)Description. Content is available under Attribution-ShareAlike 3. While the Medium/Large versions of the shields have had their stats swapped around, the Small versions still have the original stats, with the Psi Shields having 180 shield points and the DM deflectors having 200 shield points. Description Plasma accelerator Game Version 2. May 21, 2018 @ 3:47pm They ignore shields and some of them even ignore armor. After that change, plasma became the best weapon because of its bonus vs armor and hull. Back is Kinetic, Front is Mega-cannon. They penetrate shields and do massive damage to armor and hull. 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. ★Looking at 9 Great & New SPECIES PORTRAIT MODS for STELLARIS - Make Your Games Unique! Pictures, Text, Info, Discussion only :-) Stellaris News Playlist (Ne. Is matter disintegrator any good? I just got it from the unbidden and thinking about swapping it for neutron launchers on my artillery battleships. Also, added bonus: plasma is easier to research as well. Accurancy is another check to suceed after the enemy doesn't evade your fire. Best. Large lasers and proton launchers would have a 5% chance to hit. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. Even if you get the slot for free. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. They basically have half the range (or less) than most of the more common weapons. However, as this post shows, choosing between the two weapons is a little more convoluted. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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 upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. 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 Plasma Cannons better than Lasers in 2. Large Plasma is notoriously bad with that 45-80 range. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. 0 unless otherwise noted. -new and updated graphics. This page was last edited on 14 October 2017, at 11:48. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). enemy leans much more torwards battle ships and. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Lasers have a bit more tracking, but that really only applies to small weapons. As for the mentioning of Titans, that counter will always be there even w/o DLC since Awakened Empires can still build them iirc. In the worst case scenario of Corvette vs Corvette, where the enemy corvette has 3 +Hull slots for maximum Disruptor Mitigation, 3 disruptors will still outperform the next best design: 1 autocannon +. 9, where plasma is slightly OP due to all weapons and armor working differently back then. 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. Cautious is the optimal policy. 26 for Stellaris 3. ( 22 ); retention time was 3. ago. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. 3 Research Plasma Accelerators Open the Ship Designer menu Mouse over the small/medium/large icons for the Plasma. 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. 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. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. I seem to see a big preference for Plasma over lasers in guides I've read. Nulls were fired but plasma not. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. 6. It scores high on versatility and reliability. Plasma Auto. Members Online. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Tutti i diritti riservati. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. casual friendly. Where lithoids are basically rocks, plasmoids are basically stars, so one. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. 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. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor penetration. 4 damage taking into account accuracy and evasion. 6. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. 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. -New Weapon Tiers, all halo weapons follow a clear and defined progression. It's totally backwards to me. 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. Here's a quick guide on what different weapons do in game. Mean peak plasma concentration (C max) and mean time to peak plasma concentration. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. 25 ③ Tachyon Lances 35->43. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. 0 (As Shown In. 0. One factor being that Plasma is now the only energy weapon choice for L-slots which is as good as firing blanks. It's good by itself, but doesn't lead to other more advanced weapons. 6. This page was last edited on 14 October 2017, at 10:55. Lasers look way more cool in active battle. This is a problem that most modifiers have in Stellaris; instead of each one multiplying the output of the previous one, they all get added together and then applied to the base value. Missiles have few strengths and many weaknesses. Disruptors only come in small/medium varieties, penetrate. Also, I just unlocked destroyers. All Discussions Screenshots Artwork Broadcasts. They're great for close-range ships like corvettes or cruisers, and one of their best functions is as an alpha strike against single targets. Before 2. Stellaris Real-time strategy Strategy video game Gaming. apf5 • 6 yr. Build city districts to get more slots for more research labs. LATEST UPDATE. 85 ± 5. corisai Apr. Large Plasma is notoriously bad with that 45-80 range. 4. More information can be found in Stellaris Dev Diary #293. 5 ③ Hyperspace Slipstreams 50->62. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. Which is better depends on the target. 3 comments. Plasma, Particle Launchers, Torpedoes, etc. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The only new tradition that really shakes things up. 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. * (Le Guin) If you like this mod, please come back to rate and favorite. 0 unless otherwise noted. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 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. 9 ‘Caelum’ is Out, What’s Next? r/Stellaris • 3. Hey people, I am currently in deep Shit with the endgame crisis Prethoryn Scourge and wanted to ask, how I can still win. The original author is Silfae, who created many outstanding portraits for Stellaris. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. They have since "mostly" fixed this by making weapons have sticky targeting. Plasma Accelerators Tech. Plasma is good, but it should also be paired with kinetic weapons. For M, S and L slots separately. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. 6 for now. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. I want some advice on how to turn these stupid junk into something of value. 8, 3. troyunrau • President • 7 yr. How soon you can start shooting. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. 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!. Anything explosive, don't bother this patch. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. 2. This page was last edited on 14 October 2017, at 10:55. 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. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. DLCs/version. Yeah basically the guide above. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Yeah, I run pure plasma and haven't had issues against the AI. #2. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Torpedo assault carrier is the most balanced ship design. 99. 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. 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. 3. The original author is Silfae, who created many outstanding portraits for Stellaris. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. It does better damage and penetration. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. r/Stellaris. Legend : Brawler : Weaponry based of. If I have a shield nullification system, I'll make special platforms that are full armor. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. 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 happier the pops the higher the stability. 2 Patch Released. 3. stellaris plasma. At 40 repetitions you have increased the damage by 200%. even on the autocannon's worst target it has 40% the effectiveness of plasma. Full Disruptor fleets can be a thing, but the issue is raw DPS. 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. Not as effective but still effective. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Because the malus affects the target. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. 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 •. Pragmatic Captain. SE Humanoid. In combination with plasma cannons, it might be interesting, but by the looks of it, better to just ignore. 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). They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Jump to latest Follow Reply. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 7 and 3. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. ). 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。. 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. In Stellaris there is only ship design and fleet management. In Stellaris "It depends" is very much the thing. Stellaris. All of this means that mid and late game the top level laser weapons hit first, hit more types of ships, hit more often, and do more per hit than plasma weapons. 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. Don't even think about medium and large, they're not worth it. ; 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. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. From what I remember, it’s an event that appears in the situation log and required physics research to reveal the core and lanes. Mean peak plasma concentration (C max) and mean time to. Mai 2016 um 6:42. Oherwise your fleet will melt before even getting a chance to properly damage the enemy. ; About Stellaris Wiki; Mobile viewThe problem is that it's a boast to some robots during a war dec, it could be called the T1 missile yield or the T2 missile yield if you stretched it.