If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Defense is ALWAYS half shield, half armor. Shields and anti-hull weapons. ). Last edited by mss73055; Oct 22, 2021 @ 3:15am. Plasma Weapons: + More base damage than disruptors, but less than a laser. 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. I seem to see a big preference for Plasma over lasers in guides I've read. For Stellaris version 3. #14. Expansion Pass Six will be available November 21st!Plasma concentrations were measured using a validated high performance liquid chromatography method, and PK data was obtained using a non-compartmental analysis. 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. Maybe it's what is used to help. 9. Go to Stellaris r/Stellaris. I always heard that if you put disruptors, you should only put disruptors. Description. A tag already exists with the provided branch name. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Smarter Ship Design [3. With all that said, Plasma is actually usable since it really is the only option in its niche. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. 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. Thanks for any tips!First, lets assume our target corvette is evasion capped at 90% (worse case scenario for us). A selection of high-quality animated and static species portraits. B. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 1 of 2 Go to page. InternetEnterprise. Stellaris cheats and commands. 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. Plasma has more exaggerated properties than lasers. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. 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 +. Ships now get a limited number of disengagement opportunities. So in my opinion the giga canon is really the way to go. 18 retief1 • 5 yr. As long as you bring anti-shield stuff too. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Obviously Plasma. g. r/Stellaris • Plasma Changes in 2. 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. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. 99. Their plasma projectiles are even deadlier. Also, be careful of the main crystal-hub system; it's a pulsar, so you'll have no shields. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae) Description. Steps to reproduce the issue. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 0. 1x Tachyon/4x Scourge Missile won every fight, losing an average of 29 out of 160 ships. . Comander-07 Jul 15, 2017 @ 3:20am. The accurancy percentage value on your weapon indicates the probability to hit. General Damage is best done bye Gauss Cannons. I seem to see a big preference for Plasma over lasers in guides I've read. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. Updated to 3. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Their ships have no shields but a FUCK TON of armor and hull points. Before 2. Plasma, Particle Launchers, Torpedoes, etc. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I’m still not exactly sure what types of fleet components I should be using though: they use ships with strike craft, whirlwind missiles. Lasers have a bit more tracking, but that really only applies to small weapons. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Star Wars, Warhammer 40K) here as I find they break immersion. Best to standardise. These IDs are usually used with the research_technology tech ID command. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. This page was last edited on 14 October 2017, at 10:55. Just a tad confused about what to do to get the achievement. 2. When it comes to AI you need plasma only until you get proton, and neutron launchers. 6 that's still being established. I had a friend in a federation with me (human friend), and our combined fleets' power doubled that of theirs. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Battleships have X as their main Spinal Weapon once researched, think MAC from Halo. I seem to see a big preference for Plasma over lasers in guides I've read. And at least it sounds plausible. So dump shields and grab your heaviest armor and plasma guns. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Hopefully they revert the change but I highly doubt it. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. -Overhauled balance. Game Mod. More information can be found in Stellaris Dev Diary #293. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. Only draw back is the lower tracking and accuracy. 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. 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. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. Mobile view. I cannot afford this right now, and I don't know how to change it. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. M plasma: 5. For that reason I typically don't even research plasma weapons until I need a tech draw re-roll. Deswegen kann mal der Wert schon um +/-1 abweichen. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Specialise in science, or production, and shape your living planet forever. P. The Small Gamma Laser does 31. If you go disruptors and missiles though, a few carriers go along just fine. For Destroyers, Medium Weaponry works best. 5 ③ Hyperspace Slipstreams 50->62. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Samples. ago. You can use energy torpedoes or disruptors to bring down their shields to make these weapons more effective. Did you ever just play it in super slow to watch the. This is, IMO, the one thing that really sets Stellaris apart and really represents a step forward for the 4X genre. Energy req. 6 for now. Also, the void cloud lightning is better. I like them on corvettes before I get plasma cannons. I recommend the Regular Version for medium to high-end PC's. Go. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. 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. 00. Items (41) Subscribe to all. The plasma does more to them than a laser because of the bonus to armor and. few light seconds at best. Content is available under Attribution-ShareAlike 3. If you're going for Plasma Cannons, don't research Disruptors. I know the beginning is short, but as the title says it's a. Lasers: + Highest base damage compared to plasma and disruptors. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). 3. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. 0 unless otherwise noted. I seem to see a big preference for Plasma over lasers in guides I've read. Plasma Cannons can be obtained from at least 2 different anomalies, though they still need 50% research. 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. I decided to compare 4 main types of weapon against each other on same ship designs. I'm sure there. Is matter disintegrator any good? I just got it from the unbidden and thinking about swapping it for neutron launchers on my artillery battleships. Plasma: 2. For battleships I take the middle part with 2 Large, 2 middle Slots. Subscribe to download. Mean peak plasma concentration (C max) and mean time to. 3) Zum größten Teil bei Punkt 1 erklärt worden. My Cruisers just blow holes into anyone dumb enough to get close, to keep the. 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. Also kinetics sucks now. Depends on the enemy and your weapons. Before 2. Tech rush to your little heart's content. Alle produzierten Rostoffe wandern ins Hauptlager und dann werden alle Ausgaben aus diesem getätigt. How Stellaris' Orion Update Rebalances Space Combat. Plasma Auto. My first war got me a big head start in plasma accelerators when I still haven't gotten around to researching red lasers. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. 02 DPS to be fair. Don't even think about medium and large, they're not worth it. It's even worse if multiple missiles are aiming for the same target. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. When I get to battleships, I do 50/50 carrier/artillery mix and they make up about 1/5 of the fleet. This update rebalances combat and ship design aspects once considered useless. 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. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. Stellaris > General Discussions > Topic Details. . Yeah, I run pure plasma and haven't had issues against the AI. 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. 3, no longer locked to ethics or civics every player. First - lasers have more RoF (I'm looking into game. Plasma launchers launch balls of highly energized and destructive plasma. I'd say the Neutron Launcher line would be way more relevant than Plasma weapons in generalPlasma concentrations were measured using a validated high-performance liquid chromatography method, and PK data was obtained using non-compartmental analysis. - about 1/3 torpedo/missile cruisers. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. In Stellaris "It depends" is very much the thing. SE Humanoid. - Lowest Range. Autocannons will tear apart corvettes while kinetic batteries are battleship/station killers. I know some mods have done the nomadic origin, but I don't think it would work with this. 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 still haven't gotten the option to research plasma throwers or disruptors for instance, can't research armor repair bots, can't build dreadnoughts either (maybe that was a mod, idk). Stellaris Real-time strategy Strategy video game Gaming. Well, they do excel at two things, killing station defenses and lighter ships at a long range. Also, added bonus: plasma is easier to research as well. I set up specific counter loadouts for whatever Crisis. You'll take heavy losses, but it will die, and much earlier than if you had a 30k+ fleet to fight it head on. 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 have 2 questions about this: 1) Lasers have higher DPS and accuracy. Against shields only and armor only. 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. Best. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. #footer_privacy_policy | #. wolkenwand. 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. Plasma melts armor Torpedoes: one kind bypasses shields completely and is thought to be useful against fallen empires. Stellaris. 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. It does better damage and penetration. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. 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. troyunrau • President • 7 yr. From what I remember, it’s an event that appears in the situation log and required physics research to reveal the core and lanes. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. © Valve Corporation. Range in Stellaris is only really relevant if you have enough alpha strike damage to cause casualties before your enemy gets to fire (or if your range is too short and your guns keep retargeting as ships wander around in battle, which is why Autocannons are hot. 50 - Missiles, they have long ranges. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. This page was last edited on 14 October 2017, at 10:55. Advertisement. Their ships have no shields but a FUCK TON of armor and hull points. I’ve been using plasma line so far and it seems to work decent. 5 average damage and will hit 80% of the time, for 25. ; 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. Jan 20, 2019. 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. 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. For most empires, the new tradition system changes very little. 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. Signature Weapons [3. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. 6. 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. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Gauss do more DPH and have less penalty hitting armour. 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) With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering, star. Point-Defense: your only anti-missile option before getting to Cruisers. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. I find Mass Drivers to be better. ago. Plasma: For me, this is the jack of all trades weapon. May 21, 2018 @ 2:49pm Missiles, Torpedoes, and Swarmers. 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 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. Go to Stellaris r/Stellaris. PD is an excellent counter to many of their offensive capabilities. Menu. All that I did is fixing the particular mod that shouldn't become oblivion. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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). How soon you can start shooting. 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. 2. Back is Kinetic, Front is Mega-cannon. 22 Badges. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. To make matters worse, the Plasma tech line is freaking expensive to tech into. . While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. 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. Yeah basically the guide above. Stellaris > Workshop > Milk's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma Cannon Imbalanced? I ended up in a war with an empire who I didn't really like to begin with and planned to conquer anyways. I decided to fire up Stellaris today and play a game after quite a few months waiting for expansions to come out, but I'm having some trouble. Swarm lover Major. The best part?. 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. I actually ran some calculations in Excel after the 3. 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. 10] This mod aims to guide the AI empires to design its ship designs more effectively and adds a few ship sections I felt were lacking. 27. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. 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 seem to see a big preference for Plasma over lasers in guides I've read. They are extremely effective against armor and very effective against hull, but highly. It does better damage and penetration. 15 vs Swarm, 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. Put + tracking pieces in the auxiliary slots. Last edited by contact459; Aug 14, 2022 @. After that change, plasma became the best weapon because of its bonus vs armor and hull. 3. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Disruptors I mostly don't use unless. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. Ships now get a limited number of disengagement opportunities. I really enjoyed my artillery fests but that playstyle is ded now. Content is available under Attribution-ShareAlike 3. Zorro Nov 15, 2017 @ 6:06pm. 396K subscribers in the Stellaris community. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Slightly. Stellaris. 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. Regular Torpedoes are not affected by shields and are good vs. Tres Cantos 28760, Madrid, Spain) to blank S. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Evasion is useless as it has very high. Energy req. Energy weapons are good against armor but weak against shields. For some reason it has 45-80 range, which is weird. Note : don't use plasma if you have a superior laser tech. 0 unless otherwise noted. + Requirement for Particle (and Tachyon) Lances. Shields. Lasers have a bit more tracking, but that really only applies to small weapons. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. Jump to latest Follow Reply. Plasma is basically just better. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 16 DPS. First Contact. . u dont need look screenies i have added this morning in my profile/stellaris list, they concern first part of 7thGen ships i made in my last campaign (corvs, DDs & supports). 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). It scores high on versatility and reliability. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. Shields- 1. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. 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. 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. Build a bastion in the system, and spam defense platforms with plasma or lasers. 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). Are plasma cannons good Stellaris? Plasma LauncherEdit. However, they can be effective at chipping away at larger ships as well. I see in the internet that this is the easiest. The combination of torpedo and plasma make for adaptive corvette, but i always use also a full autocannon one as well. If you don't get the corvette upgrades but missile techs instead, you might as well research missiles. Ships now get a limited number of. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Noble. Plasma samples were analyzed using. 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. Investigating it as a project got a copy of. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. All empires will have. ; About Stellaris Wiki; Mobile viewNov 9, 2023Plasma is an evolutionary dead end. + Ignores 100% Armor. 60 - Laser, Gauss, Plasma and Disruptor. I like to try an make a battleship that has a long or medium range and have a. Small stormfire autocannon- 19. Content is available under Attribution-ShareAlike 3. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. Thanks for any tips!Prethoryn Scourge counter strategy. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. Against shields only and armor only.