stellaris plasma. This page was last edited on 14 October 2017, at 10:55. stellaris plasma

 
This page was last edited on 14 October 2017, at 10:55stellaris plasma  Without rating this mod it's much harder for others to find it

3. Ships now get a limited number of disengagement opportunities. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. Stellaris 50499 Bug Reports 30970 Suggestions 19167 Tech Support 2905 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Ship combat computers now try to keep certain ships at certain. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. Hey everyone. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. 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. S. I am playing a civilisation with the correct Origin and all, and have sent both individual manned science ships out into the unknown ten times, and even tried sending ten at once into an area where I haven't been earlier. 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. Sometimes I'll use lasers and mass drivers as well, depends on the run. They penetrate shields and do massive damage to armor and hull. Like plasma-missile, and not plasma-PD. Thanks for any tips!First, lets assume our target corvette is evasion capped at 90% (worse case scenario for us). 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. Which is better depends on the target. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. ( 22 ); retention time was 3. The best weapon vrs Armor is Plasma 3. This page was last edited on 14 October 2017, at 10:55. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I seem to see a big preference for Plasma over lasers in guides I've read. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. 6. #2. I seem to see a big preference for Plasma over lasers in guides I've read. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. Small matter disintegrators slightly edge out small plasma cannons. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. Mai 2016 um 6:42. However, they can be effective at chipping away at larger ships as well. r/Stellaris • How to counter corvettes spam and making ships useful. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. But in Stellaris we have in-system-FTL so it's breaking almost everything, allowing beam ships to close with missile one that shouldn't be possible. Gigastructural ship IDs. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. P. Battleships have X as their main Spinal Weapon once researched, think MAC from Halo. 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. 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. . Zorro Nov 15, 2017 @ 6:06pm. The general makeup of my mid-to-late game fleets is 1/3rd kinetic weapon ships, 1/3rd plasma ships, and 1/3rd Point Defense ships. _Absolute_Maniac_ • 2 yr. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. 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: + Highest base damage compared to plasma and disruptors. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. For most empires, the new tradition system changes very little. Fighters get shot down, missle get intercepted, plasma and disrupters. Stellaris. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. 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. Against shields only and armor only. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. Kaigen42 • 6 yr. Using only plasma is weak configuration because plasma is armor weapon and has malus for shields, a ship must also have some shield weapons as well like. Plasma samples were analyzed using. The only time plasma wins out over lasers is in specialization. If you use auto-generated ship designs those will also be improved. They are extremely effective against armor and very effective against hull but highly ineffective against shields. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. (my definition of S-n00b). -Overhauled balance. As far as I know, Stellaris doesn't offer a way to have a mobile planet setup like that. 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. At maximum thrust the plasma thruster will use 248 pps + 386 pps per superconductor. Mono-cruiser fleets are totally viable. 9! Should still be compat with 3. Stellaris technology list and IDs cheat. Antimatter, found in antimatter stars. Fox McCloud First Lieutenant. This page was last edited on 14 October 2017, at 11:49. 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. For Stellaris version 3. They basically have half the range (or less) than most of the more common weapons. 54, 29. 0 average damage and will hit 60% of the time, for 47. 5 ③ Neutron Torpedoes 50->62. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Energy req. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Plasma launchers launch balls of highly energized and destructive plasma. In Stellaris combat all ships are always firing but not all ships are always receiving fireAn einigen Stellen wird von Stellaris her nur eine Zahl vor dem Komma angezeigt, es wird aber mit Nachkommastellen gerechnet. They will do somewhat less damage vs 90% armor than plasma, but considerably more against shields, and will also penetrate regenerating shields. Disruptors only come in small/medium varieties, penetrate. Mai 2016 um 6:42. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. First Contact. Signature Weapons [3. HALO WARS STELLARIS v1. As long as you bring anti-shield stuff too. As the planet grows you will reach critical points where you get to decide the future of the living planet. 32, 5. Kaikki tavaramerkit ovat omistajiensa omaisuutta Yhdysvalloissa ja kaikkialla maailmassa. Regular dragons work a little bit differently. It makes tech trees flow better and while you can still aim for specific techs, there's no. Oherwise your fleet will melt before even getting a chance to properly damage the enemy. You want anti-armor/anti-hull weapons. Lasers have a bit more tracking, but that really only applies to small weapons. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Tailor to your enemy. wolkenwand. Plasma range is really short though, so any kind of decent build will obliterate the plasma using ships well before they even get in range to try and return fire. Shields- 1. Anything explosive, don't bother this patch. Relentless: Use in the command phase on a friendly vehicle. About. I seem to see a big preference for Plasma over lasers in guides I've read. Stability is a sign of high or low pop production. Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. Happiness adds to stability. Not as high as KA, but higher than plasma or lasers. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. #1. Is one of them more potent than the other, or do they have their own. So why, then, does plasma do so much less damage than autocannon? The small T3 plasma cannon ends up averaging 5. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Just small slots though, the medium lasers can't compete with plasma. 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. At maximum thrust the plasma thruster will use 913. ). Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. 7 and 3. Ha! I dare. com. Detailed notes at the end of the description. 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. 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. 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. Only draw back is the lower tracking and accuracy. 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. 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. But combined with plasma, neutron or lances it is a really useful weapon. If you don't get the corvette upgrades but missile techs instead, you might as well research missiles. Still learning combat and I thought I had decent missile defense. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 3/2. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". 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. 3 eps. Large lasers and proton launchers would have a 5% chance to hit. Legend : Brawler : Weaponry based of. I seem to see a big preference for Plasma over lasers in guides I've read. I decided to compare 4 main types of weapon against each other on same ship designs. 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. The scourge relies very heavily on missiles and strike craft. stellaris plasma. 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. . Get into the role playing of your people a little bit. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. NOTICE: This mod is intended for low to medium-end PC's. From what I remember, it’s an event that appears in the situation log and required physics research to reveal the core and lanes. 9. I find Mass Drivers to be better. Are they better than lasers though, particularly with corvettes?. Advertisement. 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. There is very little benefit to aggressive policy and it's not worth attempting to capture an enemy science ship, but the AI loves to do it so you'd better take the protection offered by Cautious stance. Lasers are usefull to unlock Tachyon lancers. 24 , 24. Also, NH is a "purist" project, so you can't use weapons that are non canon, example, you can't put plasma on your Enterprise or phaser on Mogai, heck you can't even research debris! This move is to. 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. Kaikki oikeudet pidätetään. The best weapons are a combination of driver and lasers. 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. 9. Description. Tres Cantos 28760, Madrid, Spain) to blank S. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. #14. 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. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. ; 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. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. Going for both options is reliable since both. B. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. 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!They use direct energy: plasma, lasers, electricity, to damage the enemy ship. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. - Lowest Range. Cautious is the optimal policy. Plasma is more damaging and is a "ship-killer" that does extra Hull damage (0 hull points is when ships die or warp out), but has shorter range and is less accurate . Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. This is a mod sort of complimentary to either Kepler68's More Star classes, or Annatar's Real Space,. 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. stellaris plasma. Empires live and die by the strength of their fleet in Stellaris. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Also, the void cloud lightning is better. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. 3 new edicts that make use of the new strategic resources. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. . 60 - Laser, Gauss, Plasma and Disruptor. 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. Eventually, by reading the Stellaris wiki, I managed to make a ship design that improved the odds of survival: * Tachon Lance * Plasma Cannon * Guardian Point Defense They're using 1. Start your bets for how long will it continue. Plasma launchers launch balls of highly energized and destructive plasma. PD is an excellent counter to many of their offensive capabilities. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. Jun 4, 2020. ParasiteX May 21, 2017 @ 2:55am. The best part?. 6 that's still being established. 6 for now. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Loadinv save fixed it. After that change, plasma became the best weapon because of its bonus vs armor and hull. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Definitely. The dragon will 1 shot the platforms with its main weapon, but rarely hits the station itself. Their ships have poor to no shielding. With energy weapons. DLCs/version. Anything explosive, don't bother this patch. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. LATEST UPDATE. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. Ships now get a limited number of disengagement opportunities. Plasma: 2. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Plasma torpedoes and energy projectors met their match in ion cannons and kinetic batteries, shields blaring and hulls melting, and millions of sailors and soldiers dying by the minute. 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. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. How Stellaris' Orion Update Rebalances Space Combat. It can be used as a solid general-purpose weapon of choice for most battles. Large Plasma is notoriously bad with that 45-80 range. 3. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. Baldrik3505 Corporal. Hull- 9. 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. Armored Torpedoes and Plasma Thrusters as valid tier 3 options, which usually means only one needs to be researched before Star Fortress will show up. Obviously Plasma. 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. 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 submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. Remember that Stellaris doesn't really allow you to choose what techs to research. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. pete3great Jun 28, 2021 @ 12:43pm. All that I did is fixing the particular mod that shouldn't become oblivion. As it says. For battleships I take the middle part with 2 Large, 2 middle Slots. Automated Dreadnought question. Shields and anti-hull weapons. Is null void beam good? General. Are Plasma Cannons better than Lasers in 2. Becoming a plasma donor can make a lifesaving difference to patients across Canada who depend on plasma transfusions or medicines made from donated. It's a real either/or situation, but personally, stability. Content is available under Attribution-ShareAlike 3. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. I really enjoyed my artillery fests but that playstyle is ded now. 25-30K with plasma and armor piercing things (like torpedoes). A tech tree is fine for Civ but Stellaris is better without it. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Report. Artillery computers and maximum range from admirals and doctrine, flak cannons to shoot down their strike craft and crystal. 50 - Missiles, they have long ranges. While on paper more influence sounds nice, you only get. tech_plasma_1 tech_plasma_2 tech_plasma_3 tech_arc_emitter_1 tech_arc_emitter_2 tech_disruptors_1 tech_disruptors_2 tech_disruptors_3 tech_energy_torpedoes_1. Stellaris > General Discussions > Topic Details. Items (41) Subscribe to all. Also, added bonus: plasma is easier to research as well. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. ago. Plasma Auto. I cannot afford this right now, and I don't know how to change it. Deswegen kann mal der Wert schon um +/-1 abweichen. Swarm lover Major. 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. 5 ③ Hyperspace Slipstreams 50->62. Physics research#Plasma Accelerators Tech. 4. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. corisai Apr. Torpedo assault carrier is the most balanced ship design. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 00. Where lithoids are basically rocks, plasmoids are basically stars, so one. 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. May 21, 2018 @ 2:49pm Missiles, Torpedoes, and Swarmers. 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. 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). 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. needed and were stuck with insane research times like 40-60 months when all we. 2 they were the best. For Stellaris version 3. Smarter Ship Design [3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Incorporating secondary weapons such as lasers or. The third fleet is all picket corvettes, with gauss and gamma lasers (or plasma/autocannons if you are swimming in research) and point defence. Mining drone lasers do 75% against hulls, but have slightly less accuracy and damage. 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. Dec 8, 2018; Add bookmark #1 I've seen mention that--in reference to the Admin Cap--you shouldn't claim a worthless star. you should get a situation log notification for researching access to the galactic core. Makes them able to get through both armour and shields. 99 DPS. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. 2 they were the best. 28 Badges. 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). 0 unless otherwise noted. Missile damage is inferior to Stormfire, Gauss, Plasma according to field tests. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. 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. Fill empty building slots with research labs. 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. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. Maybe it's what is used to help. stellaris plasma. . This page was last edited on 14 October 2017, at 11:48. The only time plasma wins out over lasers. All Discussions. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Energy-eating plasma beings would be a bit redundant with that. It usually appears mid-game for me, don’t know the trigger. Stellaris. #2. And Engineering research seems more busy in general so weapons from blue tech also seems like a. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. I really enjoyed my artillery fests but that playstyle is ded now. Energy weapons are good against armor but weak against shields. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Cautious is the optimal policy. Jump to latest Follow Reply. ago. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. All avail. Any new planet. Full Disruptor fleets can be a thing, but the issue is raw DPS. Not as effective but still effective. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. + Requirement for Particle (and Tachyon) Lances. 3. For M, S and L slots separately. nursehound shark (Scyliorhinus stellaris) plasma after processing using the methodology described by Montesinos et al. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. - about 1/4 torpedo frigates (new ship class) - about 1/4 brawler type corvettes and destroyers. Lasers: + Highest base damage compared to plasma and disruptors. 2. Stellaris 50396 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213. Their ships have no shields but a FUCK TON of armor and hull points. Plasma is only useful if you have a way to increase its hit chance through aux fire controls and a line computer system, it's tracking's not great either. This page was last edited on 14 October 2017, at 10:55. 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. 1x Emitter/4x Large Plasma won every fight, losing an average of 92 out of 160 ships. The original ideas and code are NukaBoy's, I have only made some small balance changes, fixed a couple of bugs and updated the mod to. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. I seem to see a big preference for Plasma over lasers in guides I've read. More information can be found in Stellaris Dev Diary #293. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. Thanks for any tips!For 3. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. All empires will have. - Lowest Range. It has higher armor penetration, which will lead to probably more damage. Agreed. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. 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 •. 6 fleet composition. Sorry if this has already been discussed to death, been a while since I played Stellaris, so a lot has changed for me. Plasma and laser weapons have different characteristics. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game.