In Stellaris there is only ship design and fleet management. Just small slots though, the medium lasers can't compete with plasma. Regular Torpedoes are not affected by shields and are good vs. Physics research#Plasma Accelerators Tech. 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). Under the content folder you'll find megastructures, in that folder it'll have a file for each. Stellaris > General Discussions > Topic Details. Thanks for any tips!Europe PMC is an archive of life sciences journal literature. 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. PD is an excellent counter to many of their offensive capabilities. 2. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. Investigating it as a project got a copy of. 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. Lasers deal less damage, lower range, more accurate but the damage is immediate if target vessel is in weapons. Title. _Absolute_Maniac_ • 2 yr. wolkenwand. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Nulls were fired but plasma not. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. Avoid missiles and torpedoes. There is no point to Proactive stance. 6. Large lasers and proton launchers would have a 5% chance to hit. Tutti i diritti riservati. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. About Europe PMC; Preprints in Europe PMCI seem to see a big preference for Plasma over lasers in guides I've read. A properly kitted equals size fleet (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. 9. 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, Particle Launchers, Torpedoes, etc. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. Energy req. Against this plasma's are, frankly, a steaming pile of dung. 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. Their ships have poor to no shielding. 3. Jun 4, 2020. It has higher armor penetration, which will lead to probably more damage. Thanks for any tips!They use direct energy: plasma, lasers, electricity, to damage the enemy ship. Yeah basically the guide above. So in my opinion the giga canon is really the way to go. For your Corvettes keep the build the other person recommended, autocannons and plasma, until you unlock torpedoes. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. 8, 3. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. If you don't get the corvette upgrades but missile techs instead, you might as well research missiles. It does better damage and penetration. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Energy req. There's also a mod that allows you to research them all by giving the tech. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. 0 (As Shown In. ago. Once you have Cruisers this is completely and totally outclassed by Carriers and you shouldn't use it. 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. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. A fully-filled research habitat generates ~300 raw research points per category (probably ~450-600 after the research multiplier is applied. 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. Anything explosive, don't bother this patch. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. DLCs/version. 1. Game Mod. Plasma Weapons: + More base damage than disruptors, but less than a laser. As a fleet 3. This results in many weapon sounds being muted in heat fights. This is, IMO, the one thing that really sets Stellaris apart and really represents a step forward for the 4X genre. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Also, be careful of the main crystal-hub system; it's a pulsar, so you'll have no shields. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Description. 6 is still in beta so the balance keeps changing. I actually ran some calculations in Excel after the 3. 26 for Stellaris 3. Best. I always opt for researching plasma whenever it appears. Jump to latest Follow Reply. 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. Tech rush to your little heart's content. They have since "mostly" fixed this by making weapons have sticky targeting. After couple of hours of spreadsheets and playthroughs on GA 4x All Crisis (0,25 habitable worlds) , I have made my statement which can help people to find their 3. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. Obviously Plasma. When in doubt, monobuild rail. Armor was at 50% or below. Accurancy is another check to suceed after the enemy doesn't evade your fire. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. - about 1/3 torpedo/missile cruisers. Members Online •. 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 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. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Is one of them more potent than the other, or do they have their own. 4. I cannot afford this right now, and I don't know how to change it. that deal bonus armor damage, 4 large slot plasma weapons, and 8 powerful PD weapons. Small plasma cannon- 6. ) 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. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Armor- 12. Small stormfire autocannon- 19. Menu. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Kaigen42 • 6 yr. 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 destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. 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. Thanks for any tips!Get ready to blast into new depths of the galaxy with the newest expansion pass for Stellaris: Console Edition! Expansion Pass Four includes: Federations: The pen is mightier than the plasma launcher in this expansion that focuses on the galactic community and its internal politics with expanded capabilities for federations and the establishment. 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. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. #1. Mai 2016 um 6:42. A tech tree is fine for Civ but Stellaris is better without it. 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 +. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Then, getting a unit of 4++ is nice, and Order of the Bastium Stellaris is also good for buffing up a key unit. You'll take heavy losses, but it will die, and much earlier than if you had a 30k+ fleet to fight it head on. I seem to see a big preference for Plasma over lasers in guides I've read. 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. 32, 5. This list only includes novel species or vanilla variants; you won't find portraits from other sci-fi universes (e. Cautious is the optimal policy. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. This page was last edited on 14 October 2017, at 10:55. 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. 2 they were the best. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. It's totally backwards to me. Sacrifice influence and a district slot to add specialist jobs. With 90 Evasion Corvettes, the Medium Gamma Laser does 79. The original author is Silfae, who created many outstanding portraits for Stellaris. Stellaris. Reply. My first war got me a big head start in plasma accelerators when I still haven't gotten around to researching red lasers. Is null void beam good? General. I pretty much always go for missles in the beginning in fact that is one of the first things I do when I start the game is refit all of my ships to missiles. Which is better depends on the target. 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. Redirect page. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. 6. However I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 0 unless otherwise noted. And Large Plasma is no better. Just a tad confused about what to do to get the achievement. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack. 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. Content is available under Attribution-ShareAlike 3. A Plasma Cannon has almost identical base damage, a longer. RUMORS: New Imperial Guard Stratagems. 7 and 3. 0 unless otherwise noted. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine. 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. ★Looking at 9 Great & New SPECIES PORTRAIT MODS for STELLARIS - Make Your Games Unique! Pictures, Text, Info, Discussion only :-) Stellaris News Playlist (Ne. However, as this post shows, choosing between the two weapons is a little more convoluted. The dragon will 1 shot the platforms with its main weapon, but rarely hits the station itself. I want some advice on how to turn these stupid junk into something of value. 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). Also, the void cloud lightning is better. Well, they do excel at two things, killing station defenses and lighter ships at a long range. 3 eps. Against shields only and armor only. Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. All Discussions. Stellaris Mods Used: Extra Ship Components 3. -New Weapon Tiers, all halo weapons follow a clear and defined progression. 9! Should still be compat with 3. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Energy-eating plasma beings would be a bit redundant with that. 对于一个星际帝国而言,科技水平无疑是衡量实力的最重要标准之一,直接决定了帝国能否在群雄争霸中脱颖而出。. 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. Antimatter, found in antimatter stars. Stellaris > Workshop > Milk's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. For Stellaris version 3. As the planet grows you will reach critical points where you get to decide the future of the living planet. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. Best. Fighters get shot down, missle get intercepted, plasma and disrupters. It does better damage and penetration. 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). Mono-cruiser fleets are totally viable. 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. And costs the same amount of energy to equip. 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. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. 9. 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. Steps to reproduce the issue. For Stellaris version 3. Also, added bonus: plasma is easier to research as well. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Here's a quick guide on what different weapons do in game. Thanks for any tips!138 votes, 59 comments. 9 ‘Caelum’ is Out, What’s Next? r/Stellaris • 3. 6. It's a real either/or situation, but personally, stability. Stellaris > General Discussions > Topic Details. 300k worth of firepower in battleships w/ plasma and tachyon lances should do the trick. Best to standardise. 7 and 3. Alle produzierten Rostoffe wandern ins Hauptlager und dann werden alle Ausgaben aus diesem getätigt. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. This. 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. seem to see a big preference for Plasma over lasers in guides I've read. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Dec 16, 2016. Obviously Plasma. Stellaris. . Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. + Requirement for Particle (and Tachyon) Lances. Last edited by mss73055; Oct 22, 2021 @ 3:15am. Not great, but not impossible. Disruptors I mostly don't use unless. only in theory. . To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 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. Also, added bonus: plasma is easier to research as well. Mining drone lasers do 75% against hulls, but have slightly less accuracy and damage. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. 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. Stellaris 50396 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. 1x Tachyon/4x Large Plasma lost every fight, killing an average of 17 Swarmers, 6 Warriors, and 12 Queens. PD is an excellent counter to many of their offensive capabilities. With all that said, Plasma is actually usable since it really is the only option in its niche. It scores high on versatility and reliability. Version 1. Updated to 3. 6 for now. 10. It can be used as a solid general-purpose weapon of choice for most battles. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The plasma bombardment effect doesn't work for me but it could be a bug or a conflict with another mod. A selection of high-quality animated and static species portraits. I seem to see a big preference for Plasma over lasers in guides I've read. Going for both options is reliable since both. Mobile view. Because in the beginning armor is not a big deal and your weapon of choice later in the game to penetrate armor will be plasma, not lasers. Al has major fetish for point defence. 4. 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. 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. The best weapon vrs Armor is Plasma 3. 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. About. . The standard and generally most powerful battleship build, which does well in every single scenario in a single player game of stellaris, is giga cannon + 4 proton launchers. All that I did is fixing the particular mod that shouldn't become oblivion. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Description. Stellaris Wiki Active Wikis. 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. 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. 25 ③ Tachyon Lances 35->43. 9, where plasma is slightly OP due to all weapons and armor working differently back then. 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. LuNi. If your shields and armor can take it, good. 2. stellaris plasma. The scourge relies very heavily on missiles and strike craft. Gauss do more DPH and have less penalty hitting armour. Anti-shield is sprinkled in the rest of the fleet, so that's covered. Thanks for any tips!Europe PMC. I’ve been using plasma line so far and it seems to work decent. Thanks for any tips!Elcuern0 • 3 yr. 85 min and AUC was 111,259 AUFS · min − 1 (B) . Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. HALO WARS STELLARIS v1. Report. Council scientist with: 1. Have you ever seen a weapon fire but noticed it did not produce a laser beam, plasma ball, hit effect or muzzle flash? That is because Stellaris has a maximum cap for "allowed visible weapon particles". 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. Agreed. I seem to see a big preference for Plasma over lasers in guides I've read. The higher tier energy weapons have much greater range than the plasma weapons do, higher dps, and at least for the s/m/l slots the lasers have higher tracking and accuracy. Plasma Accelerators Tech. 75Plasma does more raw damage, but is only 50% against hulls. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. 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. ). Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. mcsproot. Ha! I dare. 16 DPS. I was wrong. 14 Badges. 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. Thanks for any tips!Go to Stellaris r/Stellaris. 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,. Description Plasma accelerator Game Version 2. I think their weapons do +50% to hull but I don't remember. 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 just can't find a reason to build this ship type, yet AI insist on building lots of this useless thinginto my federation fleet. You want anti-armor/anti-hull weapons. Especially when tied in with disruptors. Vanidas Dec 3, 2016 @ 7:33pm. corisai Apr. that is a 325% difference in base DPS before adjusting for modifiers. 3/2. Are Plasma Cannons better than Lasers in 2. First - lasers have more RoF (I'm looking into game. 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. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. Stellaris. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 2 Patch Released. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. Shields. Stellaris. 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. They basically have half the range (or less) than most of the more common weapons. 02 DPS to be fair. 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. It makes tech trees flow better and while you can still aim for specific techs, there's no. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. In a game with as many dice rolls as Stellaris, it's far more useful to think of it as such. I’m in a mid game phase right now where I want to take out a Holy Guardian empire before they awaken and before I start researching synthetic evolution. Plasma samples were analyzed using. I seem to see a big preference for Plasma over lasers in guides I've read. u will see i already. . Go to Stellaris r/Stellaris. 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. 4. Traits: Traditional, Strong, Ingenious, Sedentary, Wasteful. Detailed notes at the end of the description. Plasma seems to miss alot for my taste. Report. 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. A tech tree is fine for Civ but Stellaris is better without it. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. 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. 3 new edicts that make use of the new strategic resources. 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. Next Last. First Contact. 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. 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. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. This is a semi-unofficial update to NukaBoy's excellent Engineers of Life , uploaded with his permission. 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 Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. Lasers: + Highest base damage compared to plasma and disruptors. 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. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. Large Plasma is notoriously bad with that 45-80 range. This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. General Damage is best done bye Gauss Cannons. 99 DPS. Because of limited time in RL and major changes in stellaris 2. If you go disruptors and missiles though, a few carriers go along just fine. lasers vs plasma, they are bot anti-armor weapons, the difference is that lasers are to be used on smaller ships (corvettes and destroyers) while plasma on larger ships (cruisers and battleships), this is because of tracking stat, lasers have high tracking thus fitted against smaller ships, while plasma has low tracking which is best against. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. I generally switch to plasma/ripper auto cannons on corvettes by late game. 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). Last edited by FateWeaver; Apr 15, 2018 @ 9:56am < > Showing 1-15 of 20 comments .