Stellaris plasma. Stellaris. Stellaris plasma

 
StellarisStellaris plasma  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)

6 vs Queen, 9. Armor- 12. enemy leans much more torwards battle ships and. I decided to compare 4 main types of weapon against each other on same ship designs. Thanks for any tips!Go to Stellaris r/Stellaris. For M, S and L slots separately. #2. For some reason it has 45-80 range, which is weird. 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. 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. The only time plasma wins out over lasers is in specialization. Jan 20, 2019. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. Pragmatic Captain. Maybe it's what is used to help. 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. troyunrau • President • 7 yr. If you go disruptors and missiles though, a few carriers go along just fine. 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. + Ignores 100% Armor. Traits: Traditional, Strong, Ingenious, Sedentary, Wasteful. 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. For Stellaris version 3. The simple plasma accelerator is a weapon for all seasons in Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Jump to latest Follow Reply. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. More information can be found in Stellaris Dev Diary #293. If I have a shield nullification system, I'll make special platforms that are full armor. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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. Tutti i diritti riservati. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ago. Subscribe to download. This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. ago. Reply reply. Advertisement. 5 ③ Neutron Torpedoes 50->62. 5 ③ Phase Disruptors 50->62. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. 3/2. Plasma Strike Craft - 3 levels unlocked with the appropriate plasma technology and strike craft technology;. I seem to see a big preference for Plasma over lasers in guides I've read. 3. 4. 4. 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 min and AUC was 111,259 AUFS · min − 1 (B) . The combination of torpedo and plasma make for adaptive corvette, but i always use also a full autocannon one as well. 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. 2. It's a real either/or situation, but personally, stability. 22 Badges. Missiles are somewhat better against point defense, by dint. 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. ). 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. 28 Badges. FireclawDrake. 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,. But combined with plasma, neutron or lances it is a really useful weapon. As it says. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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. 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. Last edited by mss73055; Oct 22, 2021 @ 3:15am. Game Mod. Thanks for any tips!They use direct energy: plasma, lasers, electricity, to damage the enemy ship. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. 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. 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, where plasma is slightly OP due to all weapons and armor working differently back then. - "Only" 50% AP, No Bonus vs. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. Thanks for any tips!Europe PMC. 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, me and my friend jump in the system and within the first second, two. 1; 2; Next. 60 - Laser, Gauss, Plasma and Disruptor. Reply. 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. Investigating it as a project got a copy of. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. Their ships have no shields but a FUCK TON of armor and hull points. However I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Content is available under Attribution-ShareAlike 3. 25-30K with plasma and armor piercing things (like torpedoes). For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Are they better than lasers though, particularly with corvettes?. Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. Go to Stellaris r/Stellaris. Replace bureau office with research lab. Bring a corvette fleet with plasma/lasers. 7 and 3. Donating plasma. Kaikki oikeudet pidätetään. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. What I'm seeing is a technology that unlocks S-, M-, and L-slot Plasma weapons versus a technology that unlocks only S- and M-slot Disruptor weapons versus a technology that unlocks only S-slot Autocannons. What is Platelet-Rich Plasma or PRP? When you spin blood in a centrifuge, it separates into three main components: the heavy red blood cells at the bottom, then the white blood. 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. apf5 • 6 yr. 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. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. This page was last edited on 14 October 2017, at 10:55. Defense is ALWAYS half shield, half armor. Sep 27, 2016 505 563. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. P. Ships now get a limited number of disengagement opportunities. 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. They have since "mostly" fixed this by making weapons have sticky targeting. 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. Their plasma projectiles are even deadlier. Just a tad confused about what to do to get the achievement. Also kinetics sucks now. They're using 1. 10. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. 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. Stellaris. Only draw back is the lower tracking and accuracy. 2. Is null void beam good? General. Jump to latest Follow Reply. 99/day—nearly four times as much. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 5 average damage and will hit 80% of the time, for 25. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. See more Stellaris modding information at odingaming. Incorporating secondary weapons such as lasers or. M plasma: 5. -Better english localisations. Plasma Cannons can be obtained from at least 2 different anomalies, though they still need 50% research. 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. For Stellaris version 3. 0 unless otherwise noted. Deswegen kann mal der Wert schon um +/-1 abweichen. Like plasma-missile, and not plasma-PD. 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. Redirect page. If you are lazy you can make an anti missle laser driver ship. 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. 6 for now. The original author is Silfae, who created many outstanding portraits for Stellaris. ; 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. 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. Avoid missiles and torpedoes. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. What do I do?Stellaris Destroyer Uses. As cruisers are at the front of your fleet and charge forward first I also build some with 5 Medium Plasma/ Gauss mix and 1 Flak for close range fighting. Relentless: Use in the command phase on a friendly vehicle. When in doubt, monobuild rail. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. 1x Tachyon/4x Large Plasma lost every fight, killing an average of 17 Swarmers, 6 Warriors, and 12 Queens. I think their weapons do +50% to hull but I don't remember. stellaris plasma. 2. Battleships have X as their main Spinal Weapon once researched, think MAC from Halo. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 64 Badges. Description. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. Any tips on what situation/role which weapon class wins out?A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A place to share content, ask questions and/or talk about the 4X grand strategy…I seem to see a big preference for Plasma over lasers in guides I've read. But what about laser and plasma? They both do extra armour damage. Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). 50 - Missiles, they have long ranges. g. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. Stellaris. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. Thanks for any tips!Stellaris Dev Diary #313 - 3. 0 unless otherwise noted. Comander-07 Jul 15, 2017 @ 3:20am. 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. Slightly. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. So dump shields and grab your heaviest armor and plasma guns. 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. Energy req. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. Stellaris. As you devour a planet, you consume aspects of its planetary features to grow on the Living Planet. LATEST UPDATE. 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. 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. For Destroyers, Medium Weaponry works best. 2. its seems like its just better to get things like Plasma Throwers and Space Torpedoes and not bother with the weird monster tech. 2. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). Tailor to your enemy. Build city districts to get more slots for more research labs. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Lasers: + Highest base damage compared to plasma and disruptors. 24 , 24. vs FX2: win, 105. I always opt for researching plasma whenever it appears. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. A tag already exists with the provided branch name. Then go torpedo and autocannons. 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. 99. Not as high as KA, but higher than plasma or lasers. 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. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. Dec 16, 2016. I seem to see a big preference for Plasma over lasers in guides I've read. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). #14. © Valve Corporation. Gauss Cannons have longer range and can be small, medium or large. 9. 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. The tracking bonus of Lasers also disappears once you get to the Large slot. 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. Content is available under Attribution-ShareAlike 3. - Lowest Range. 6 is still in beta so the balance keeps changing. It's good by itself, but doesn't lead to other more advanced weapons. Generally. I seem to see a big preference for Plasma over lasers in guides I've read. . . Reply. 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. 9 ‘Caelum’ is Out, What’s Next? r/Stellaris • 3. I seem to see a big preference for Plasma over lasers in guides I've read. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. In 3. With all that said, Plasma is actually usable since it really is the only option in its niche. 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 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. 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. This update rebalances combat and ship design aspects once considered useless. 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. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against),. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. The original author is Silfae, who created many outstanding portraits for Stellaris. 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. Definitely. 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. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. 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. 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. Before 2. Laser are good to an extent. 0? Business, Economics, and FinanceIn this video I take a long look at Cruiser design in Stellaris. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 1 of 2 Go to page. Updated to 3. 0 unless otherwise noted. You can use energy torpedoes or disruptors to bring down their shields to make these weapons more effective. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. . com. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. #9. Stellaris > Workshop > Milk's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. There is no point to Proactive stance. It has higher armor penetration, which will lead to probably more damage. Also, the void cloud lightning is better. 6 for now. Missiles have few strengths and many weaknesses. I seem to see a big preference for Plasma over lasers in guides I've read. 0 unless otherwise noted. 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. Going for both options is reliable since both. r/Stellaris. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Get into the role playing of your people a little bit. 9. It's the only weapon with less than 100 range to have a minimum range, and most weapons with minimum range have 120 or more maximum. I could not disagree more, tech trees are formulaic and make little logical sense. Mai 2016 um 6:42. 7. numinos710 Fanatic Materialist • 3 yr. All Discussions. What I'm seeing is a technology that unlocks S-, M-, and L-slot Plasma weapons versus a technology that unlocks only S- and M-slot Disruptor weapons versus a technology that unlocks only S. They are extremely effective against armor and very effective against hull, but highly ineffective against shields. Missiles are somewhat better against point defense, by dint. seem to see a big preference for Plasma over lasers in guides I've read. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 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 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. 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. few light seconds at best. 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. 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. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. Tutti i marchi appartengono ai rispettivi proprietari negli Stati Uniti e in altri Paesi. 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. Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. All that I did is fixing the particular mod that shouldn't become oblivion. Compatible with Stellaris v2. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. Just small slots though, the medium lasers can't compete with plasma. Also, I just unlocked destroyers. Any new planet. 2. I seem to see a big preference for Plasma over lasers in guides I've read. They're missiles, strike craft and acid bursts that either shreds or ignores shields. Content is available under Attribution-ShareAlike 3. - "Only" 50% AP, No Bonus vs. I like to try an make a battleship that has a long or medium range and have a. Plasma launchers launch balls of highly energized and destructive plasma. #2. 396K subscribers in the Stellaris community. Lasers have a bit more tracking, but that really only applies to small weapons. 03 dmg/day, while the (also small) T3 stormfire autocannon does 19. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. Obviously Plasma. The only new tradition that really shakes things up. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. ago. This is a mod sort of complimentary to either Kepler68's More Star classes, or Annatar's Real Space,. 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. This page was last edited on 14 October 2017, at 11:49. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Disruptors and the new L-size autocannon are a joke with 40 range on a battleship (shortest range ship computer only advances to 50 range). Usually that means that your ion cannons only have. . . I really enjoyed my artillery fests but that playstyle is ded now. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. AC also have higher tracking and lower range. All that I did is fixing the particular mod that shouldn't become oblivion. At maximum thrust the plasma thruster will use 913. 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. 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. SE Humanoid. [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). 10. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. This lead to every ship that loses its shield immediately getting focus fired down. 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. Plasma, Particle Launchers, Torpedoes, etc. Reply. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. 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 •. And Engineering research seems more busy in general so weapons from blue tech also seems like a. Stellaris Mods Used: Extra Ship Components 3. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. I decided to compare 4 main types of weapon against each other on same ship designs. I seem to see a big preference for Plasma over lasers in guides I've read. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. 3 new edicts that make use of the new strategic resources. Energy weapons are good against armor but weak against shields. Ultimately went Kinetic on Battleships and Plasma on cruisers. Stellaris > General Discussions > Topic Details. If you want Autocannons, stop with the Missiles. 6 fleet composition. 25 ③ Tachyon Lances 35->43. Stellaris is at least partially about unleashing your imagination as you play. I generally switch to plasma/ripper auto cannons on corvettes by late game. 00. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Stellaris fleet getting destroyed. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. There's also a mod that allows you to research them all by giving the tech.