I seem to see a big preference for Plasma over lasers in guides I've read. Lasers are the one outlier here, as their schtick is the lack of a minimum range on the bigger slots, which makes for a rather nasty surprise for marauding corvettes and frigates. I think their weapons do +50% to hull but I don't remember. Happiness adds to stability. The best weapons are a combination of driver and lasers. nursehound shark (Scyliorhinus stellaris) plasma after processing using the methodology described by Montesinos et al. Gigastructural ship IDs. 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. that is a 325% difference in base DPS before adjusting for modifiers. With energy weapons. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. This page was last edited on 14 October 2017, at 11:48. 1x Tachyon/4x Scourge Missile won every fight, losing an average of 29 out of 160 ships. 0. Stellaris' semi-random tech system just makes far more sense than being able to plan your technological progress centuries into the future and gameplay wise it makes each games slightly different. I seem to see a big preference for Plasma over lasers in guides I've read. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Swarm lover Major. 8, 3. Nov 25, 2021; Add bookmark #1 Hi, I've come across an event that calls for a "Transport Ship" in orbit around a Rebel Ship,. 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. What do I do?Stellaris Destroyer Uses. I know some mods have done the nomadic origin, but I don't think it would work with this. Defense is ALWAYS half shield, half armor. 9, where plasma is slightly OP due to all weapons and armor working differently back then. Samples. 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. Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. It's a real either/or situation, but personally, stability. 28 Badges. 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. 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. For battleships I take the middle part with 2 Large, 2 middle Slots. There is no point to Proactive stance. 3, no longer locked to ethics or civics every player. 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. Kinetic Weapons - Coilguns (Stellaris), Railguns (Stelaris), T-Bolter Mark I (Stellaris Rippercannons), T-Bolter Mark II (Stellaris Stormfire Cannons) Energy Weapons: T-Plasma Mark I (Stellaris Plasma Accelerators), T-Las Mark I (Stellaris Blue Laser) Explosive Weapons: Fusion Missiles (Stellaris) FTL - T-Warp Mark I, T-Gellar Mark I. This page was last edited on 14 October 2017, at 10:55. ③ Plasma Cannons 50->62. Items (41) Subscribe to all. In Stellaris there is only ship design and fleet management. 0 (As Shown In. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. I always opt for researching plasma whenever it appears. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. Another Stellaris crossover, this time with Halo. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. Mean peak plasma concentration (C max) and mean time to peak plasma concentration. 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. However I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The combination of torpedo and plasma make for adaptive corvette, but i always use also a full autocannon one as well. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). Thanks for any tips!Stellaris Dev Diary #313 - 3. I recommend the Regular Version for medium to high-end PC's. 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. Like plasma-missile, and not plasma-PD. It can be used as a solid general-purpose weapon of choice for most battles. Energy-eating plasma beings would be a bit redundant with that. Best. Within a year after colonizing the planet in the system, an event. 3. 25 Modifiers. 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. Note : don't use plasma if you have a superior laser tech. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. 5. Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. even on the autocannon's worst target it has 40% the effectiveness of plasma. _Absolute_Maniac_ • 2 yr. 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. 3. Missiles are somewhat better against point defense, by dint. Going for both options is reliable since both. Large Plasma is notoriously bad with that 45-80 range. DLCs/version. 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Specialise in science, or production, and shape your living planet forever. Plasma and Disruptors are both standard weapon techs available for everyone, but I’m not sure what their niche is. LATEST UPDATE. Game Mod. The difference in tracking between the two lessens as size increases, to the point that there is no difference in tracking between large lasers and plasma. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 2. Stability is a sign of high or low pop production. 5 ③ Neutron Torpedoes 50->62. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 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. I seem to see a big preference for Plasma over lasers in guides I've read. Maybe someone can explain to me why the Plasma Thrower line of techs have the same tech costs as the Disruptors line and the Autocannons line. 7 and 3. 27. 1. 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. Slightly. needed and were stuck with insane research times like 40-60 months when all we. Before 2. This will slaughter entire fleets. 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. Jump to latest Follow Reply. My Cruisers just blow holes into anyone dumb enough to get close, to keep the. But it depends who you are fighting. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering. 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. Autocannons are good on corvettes. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Lasers have a bit more tracking, but that really only applies to small weapons. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Stellaris Real-time strategy Strategy video game Gaming. you should get a situation log notification for researching access to the galactic core. 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. Avoid missiles and torpedoes. It looks like about 2. They have since "mostly" fixed this by making weapons have sticky targeting. vs FX2: win, 105. First - lasers have more RoF (I'm looking into game. M plasma: 5. 0 unless otherwise noted. 5 ③ Hyperspace Slipstreams 50->62. 5 average damage and will hit 80% of the time, for 25. 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. It does better damage and penetration. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. B. ; 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. Regular dragons work a little bit differently. 9 ‘Caelum’ is Out, What’s Next? r/Stellaris • 3. Mobile view. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Shields- 1. 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. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. I could not disagree more, tech trees are formulaic and make little logical sense. All that I did is fixing the particular mod that shouldn't become oblivion. Baldrik3505 Corporal. 6 change. 64 Badges. At 40 repetitions you have increased the damage by 200%. @endgui14: Unfortunately, no. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. It makes tech trees flow better and while you can still aim for specific techs, there's no. 70 dpd, -30% shield damage and 80% armor pen M MD: 6. The best weapon vrs Armor is Plasma 3. Al has major fetish for point defence. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. Mai 2016 um 6:42. Legend : Brawler : Weaponry based of. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Energy req. Also kinetics sucks now. LuNi. With 90 Evasion Corvettes, the Medium Gamma Laser does 79. The Cutting Lasers you get from mining drones. The Small Gamma Laser does 31. Plasma is good, but it should also be paired with kinetic weapons. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. 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. kan_ka • 1 yr. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. 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 to be clinically healthy. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). 99. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. 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. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. When it comes to AI you need plasma only until you get proton, and neutron launchers. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The only weapons that have a 0% chance to hit would be T/X-slot weaponry, large kinetic weaponry (artillery and gauss/coil/railguns), and large plasma. + Requirement for Particle (and Tachyon) Lances. The difference in tracking between the two lessens as size increases, to the point that there is no difference in tracking between large lasers and plasma. 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. 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. If you're going for Plasma Cannons, don't research Disruptors. Carrier cruisers are excellent when. PD is an excellent counter to many of their offensive capabilities. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Dec 8, 2018 337 1. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Thanks for any tips!© Valve Corporation. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Jump to latest Follow Reply. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". ). Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Nulls were fired but plasma not. Don't even think about medium and large, they're not worth it. 2I find I need a combined fleet that includes: - about one 1/10 to 1/5 picket class ships, both flack and pd. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I had a friend in a federation with me (human friend), and our combined fleets' power doubled that of theirs. Their plasma projectiles are even deadlier. Hull- 9. Battleships have X as their main Spinal Weapon once researched, think MAC from Halo. The plasma bombardment effect doesn't work for me but it could be a bug or a conflict with another mod. Tutti i diritti riservati. 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 guide will be updated with every major stellaris patch being released. I’ve been using plasma line so far and it seems to work decent. All Discussions. Not as effective but still effective. 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. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack. 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. As a fleet 3. Gauss Cannons have longer range and can be small, medium or large. InternetEnterprise. Dec 8, 2018; Add bookmark #1 I've seen mention that--in reference to the Admin Cap--you shouldn't claim a worthless star. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. I actually ran some calculations in Excel after the 3. 4. 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. Thanks for any tips!Go to Stellaris r/Stellaris. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. If your enemy is all shields, laser beats plasma; but why go in with energy when you could do better with kinetic, right? 3. Mono-cruiser fleets are totally viable. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 9. May 21, 2018 @ 3:47pm They ignore shields and some of them even ignore armor. General Damage is best done bye Gauss Cannons. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. . However, as this post shows, choosing between the two weapons is a little more convoluted. . This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. Cautious is the optimal policy. Missile Defense. Updated to 3. 1 of 2 Go to page. Disruptors only come in small/medium varieties, penetrate. plasma meanwhile has 5% of the effectiveness of. Well, Null Void Beam alone is a terrible idea. Thanks for any tips!科技 ( Technology )是群星中的重要游戏概念。. Cautious is the optimal policy. The accurancy percentage value on your weapon indicates the probability to hit. Honestly, I don't even bother with mass drivers at all. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. Stellaris technology list and IDs cheat. 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). Anything explosive, don't bother this patch. Thanks for any tips!Prethoryn Scourge counter strategy. . Stellaris. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. Stellaris. 7 and 3. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Is one of them more potent than the other, or do they have their own. Incorporating secondary weapons such as lasers or. Missile damage is inferior to Stormfire, Gauss, Plasma according to field tests. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. Stellaris - Plasma accelerator. Pharmacokinetic Analysis. I do the same general build as Azunai, 1 Kinetic Artillery, 3 Medium plasma and 1 Flak. Ship AI in stellaris is fairly smart. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Description. Plasma: For me, this is the jack of all trades weapon. 0 unless otherwise noted. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. Last edited by contact459; Aug 14, 2022 @. vs FX2: win, 105. PD is an excellent counter to many of their offensive capabilities. 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. 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. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. Generally. S. Members Online. They penetrate shields and do massive damage to armor and hull. 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. 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. 2. 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). I enjoy kinetic/Giga-cannon battleships for a long range alpha strike vs shields then carrier cruisers and plasma only destroyers/corvettes to clean up the rest. 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. . CryptoStudies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Plasma, I think. 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. As the planet grows you will reach critical points where you get to decide the future of the living planet. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Obviously Plasma. Gauss do more DPH and have less penalty hitting armour. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. But combined with plasma, neutron or lances it is a really useful weapon. ParasiteX May 21, 2017 @ 2:55am. Lasers are usefull to unlock Tachyon lancers. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae) Description. Reply. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. 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. A tech tree is fine for Civ but Stellaris is better without it. 85 min and AUC was 111,259 AUFS · min − 1 (B) . ; 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. 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. 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. One factor being that Plasma is now the only energy weapon choice for L-slots which is as good as firing blanks. The tracking bonus of Lasers also disappears once you get to the Large slot. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. I seem to see a big preference for Plasma over lasers in guides I've read. Put + tracking pieces in the auxiliary slots. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. . r/Stellaris • How to counter corvettes spam and making ships useful. Yeah the S- or M plasma on Line Cruisers are fine. Smarter Ship Design [3. com. 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. Armor- 12. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. This page was last edited on 14 October 2017, at 11:49. Especially if you're aiming for kill rate you'll need very specialized fleet. Stellaris Mods Used: Extra Ship Components 3. Is matter disintegrator any good? I just got it from the unbidden and thinking about swapping it for neutron launchers on my artillery battleships. A tech tree is fine for Civ but Stellaris is better without it. 60 - Laser, Gauss, Plasma and Disruptor. I don't see a lot of people getting creative with their battle groups, after all, it's a lot easier to just make all corvettes then all battleships, but there's tons of room to play, especially in single player. Once plasma weapons become active, you can include them in your destroyer fleet to stand against any heavily armored ship. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development. 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. 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). Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. Pragmatic Captain. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 49 vs Warrior;. 5 ③ Phase Disruptors 50->62. Tutti i marchi appartengono ai rispettivi proprietari negli Stati Uniti e in altri Paesi. 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 only time plasma wins out over lasers is in specialization. Sort by: Open comment sort options. Finally, the focused arc emitter is very good, particularly because it never misses. 2. 6 composition, I advice : At first, on every engagement, I would lose 3-5 battleships, and the rest of the fleet was too damaged to forge ahead. 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. So in my opinion the giga canon is really the way to go. The mod’s main feature is introducing several new body types for each humanoid group, but it goes further. 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 want anti-armor/anti-hull weapons. 3. stellaris plasma. 15 vs Swarm, 9. I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. 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. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. Missiles are somewhat better against point defense, by dint. For M, S and L slots separately. If you have feedback, please leave it in a comment below. - "Only" 50% AP, No Bonus vs. 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. 300k worth of firepower in battleships w/ plasma and tachyon lances should do the trick. It has higher armor penetration, which will lead to probably more damage. I generally switch to plasma/ripper auto cannons on corvettes by late game. For some reason it has 45-80 range, which is weird. They basically have half the range (or less) than most of the more common weapons. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. 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. stellaris plasma. Also, I just unlocked destroyers. Build a bastion in the system, and spam defense platforms with plasma or lasers. I'm sure there. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. 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. While on paper more influence sounds nice, you only get. 6 that's still being established.