This page was last edited on 14 October 2017, at 10:55. Their ships have no shields but a FUCK TON of armor and hull points. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The combination of torpedo and plasma make for adaptive corvette, but i always use also a full autocannon one as well. Slightly. (Ship count, as distinct from fleet power. 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). Regular dragons work a little bit differently. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. Noble. Ha! I dare. 15 vs Swarm, 9. I seem to see a big preference for Plasma over lasers in guides I've read. g. 10. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. Baldrik3505 Corporal. Description. Flak seems to be the best point defense right now, and disruptors and plasma throwers are fine though shields are so weak some people even go as far as recommending plasma cannon only ships. Menu. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Originally, the game sound assets somehow decided that shields and ship explosions should take priority over weapon sounds. Thanks for any tips!Europe PMC. LuNi. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. If your enemy is all shields, laser beats plasma; but why go in with energy when you could do better with kinetic, right? 3. Signature Weapons [3. This is, IMO, the one thing that really sets Stellaris apart and really represents a step forward for the 4X genre. Only draw back is the lower tracking 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. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. 2. Plasma seems to miss alot for my taste. Beelining is following a dedicated research path in order to unlock a powerful technology. ago. Build city districts to get more slots for more research labs. In a game with as many dice rolls as Stellaris, it's far more useful to think of it as such. Use it to very quickly take down shields, then everything else rails the target with plasma and tachyon lances. Maybe I get the time to start a new line of this mod, may be not. numinos710 Fanatic Materialist • 3 yr. 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). Because the malus affects the target. 10. At maximum thrust the plasma thruster will use 913. 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. Mean peak plasma concentration (C max) and mean time to peak plasma concentration. Best to standardise. 6 for now. Jump to latest Follow Reply. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Lasers deal less damage, lower range, more accurate but the damage is immediate if target vessel is in weapons. Steps to reproduce the issue. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. So as long as you have enough of both types you won't have any problem. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. 3 eps. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. As the planet grows you will reach critical points where you get to decide the future of the living planet. It's even worse if multiple missiles are aiming for the same target. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Plasma and laser weapons have different characteristics. A selection of high-quality animated and static species portraits. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. plasma is better against high armor. I know the beginning is short, but as the title says it's a. 0 average damage and will hit 60% of the time, for 47. 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. SE Humanoid. Hey everyone. . Energy-eating plasma beings would be a bit redundant with that. 6 change. Its one of the many reasons the combat in stellaris is the actual worst part of the game for me (Ever seen a CR90 swarm against an ISD? Yep ISD wins quiet easily by sheer number of guns. Missiles have few strengths and many weaknesses. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). Plasma launchers launch balls of highly energized and destructive plasma. 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. 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. This guide will be updated with every major stellaris patch being released. 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. * (Le Guin) If you like this mod, please come back to rate and favorite. 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. With energy weapons. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Offensively: Plasma launchers, mining lasers, or lasers - Crystalline Entities have resilient and regenerating hulls, but no shields or armor; Unique salvage: Crystal-Infused Plating from ships, Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game. Autocannons will tear apart corvettes while kinetic batteries are battleship/station killers. Nulls were fired but plasma not. Easy, plasma. Also, be careful of the main crystal-hub system; it's a pulsar, so you'll have no shields. 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. After that change, plasma became the best weapon because of its bonus vs armor and hull. I like to try an make a battleship that has a long or medium range and have a. u will see i already. This results in many weapon sounds being muted in heat fights. There are no way to change standart starbase weapons and armour/shields for I know but you can make Hangar Bays for shield notification and armour damage instead of Gun Batteries. I generally switch to plasma/ripper auto cannons on corvettes by late game. 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。. 6 fleet composition. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. Plasma samples were analyzed using. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Which is why it's quite hilarious when your stellar accelerator actually does create a black hole and oopsies the solar systems' habitable worlds. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Small matter disintegrators slightly edge out small plasma cannons. If you use auto-generated ship designs those will also be improved. 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 had a friend in a federation with me (human friend), and our combined fleets' power doubled that of theirs. 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. Well, Null Void Beam alone is a terrible idea. 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 . 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. Pharmacokinetic Analysis. The scourge relies very heavily on missiles and strike craft. 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 •. Lance is ignored for, well, pretty much the same reason. 25 ③ Tachyon Lances 35->43. This way my BS take out any enemy. Zorro Nov 15, 2017 @ 6:06pm. So, me and my friend jump in the system and within the first second, two. Plasma has more exaggerated properties than lasers. 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. 24 , 24. Plasma and Disruptors are both standard weapon techs available for everyone, but I’m not sure what their niche is. Stellaris cheats and commands. I seem to see a big preference for Plasma over lasers in guides I've read. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. 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 +. Rename your leaders after your buddies and enemies. This page was last edited on 14 October 2017, at 10:55. 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. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Title. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. 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 tech tree is fine for Civ but Stellaris is better without it. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. Last edited by FateWeaver; Apr 15, 2018 @ 9:56am < > Showing 1-15 of 20 comments . I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 1x Tachyon/4x Large Plasma lost every fight, killing an average of 17 Swarmers, 6 Warriors, and 12 Queens. Missiles are somewhat better against point defense, by dint. Avoid missiles and torpedoes. Just a tad confused about what to do to get the achievement. . They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. 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. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. 4. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Content is available under Attribution-ShareAlike 3. 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. PD is an excellent counter to many of their offensive capabilities. The reason I started this project was because I found lots of Stellaris content creators on YT giving the same advice: neutron launchers are king. At 40 repetitions you have increased the damage by 200%. I’ve done all the prerequisites to unlock Maginot Worlds, but the tech just won’t show up. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. wolkenwand. 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. 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Load up Stellaris 2. Items (41) Subscribe to all. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Swarm lover Major. AC also have higher tracking and lower range. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. They basically have half the range (or less) than most of the more common weapons. ) 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. The mod’s main feature is introducing several new body types for each humanoid group, but it goes further. I decided to compare 4 main types of weapon against each other on same ship designs. 18 retief1 • 5 yr. . Content is available under Attribution-ShareAlike 3. This is a searchable and complete list of Stellaris technologies and their IDs. 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. ago. Thanks for any tips!Stellaris Dev Diary #313 - 3. Ship combat computers now try to keep certain ships at certain. ( 22 ); retention time was 3. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. I’ve been using plasma line so far and it seems to work decent. A tag already exists with the provided branch name. Help against Holy Guardians. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. You want anti-armor/anti-hull weapons. 5 average damage and will hit 80% of the time, for 25. It scores high on versatility and reliability. 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 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. Kaigen42 • 6 yr. r/Stellaris. Armor- 12. Lasers are usefull to unlock Tachyon lancers. You also need a large amount of territory and planets to colonize; more planets means more pop growth means more jobs and more researchers. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. I seem to see a big preference for Plasma over lasers in guides I've read. you should get a situation log notification for researching access to the galactic core. And costs the same amount of energy to equip. 85 ± 5. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. 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. nursehound shark (Scyliorhinus stellaris) plasma after processing using the methodology described by Montesinos et al. 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. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 9, where plasma is slightly OP due to all weapons and armor working differently back then. Yeah, I run pure plasma and haven't had issues against the AI. Thanks for any tips!For 3. Plasma, I think. Reply. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. 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. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 9, where plasma is slightly OP due to all weapons and armor working differently back then. Mono-cruiser fleets are totally viable. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. These IDs are usually used with the research_technology tech ID command. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. Dec 16, 2016. 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. 25-30K with plasma and armor piercing things (like torpedoes). Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. So in my opinion the giga canon is really the way to go. Thanks for any tips!Elcuern0 • 3 yr. mcsproot. 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. A bit of a necro but I saw this and had to agree! I used to always create a humanoid common ground Democratic Crusaders Citizen Republic empire (Democratic Egalitarian Militarist with Citizen Service) which creates a very aggressive AI federation that is pro-democracy and anti-oligarhic/imperial which hates servitors and especially driven. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Redirect page. Especially when tied in with disruptors. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. 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. 0 unless otherwise noted. The Cutting Lasers you get from mining drones. 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). 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 suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. I really enjoyed my artillery fests but that playstyle is ded now. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. Small stormfire autocannon- 19. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. 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. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. Stellaris. 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. Dec 8, 2018 337 1. 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). Usually once you get tier two plasma, and special resource you should put laser research on the backburner. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). 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. 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. Lasers: + Highest base damage compared to plasma and disruptors. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Jun 4, 2020. The Small Gamma Laser does 31. Subscribe to download. 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. Which is better depends on the target. 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. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. I seem to see a big preference for Plasma over lasers in guides I've read. Cautious is the optimal policy. Hey people, I am currently in deep Shit with the endgame crisis Prethoryn Scourge and wanted to ask, how I can still win. There's also a mod that allows you to research them all by giving the tech. It's obviously based on the real-life fear/hysteria people had about the Large Hadron Collider potentially creating a black hole that would end the world. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Sort by: Open comment sort options. 0 (As Shown In. 6 for now. Going for both options is reliable since both. I have encountered a mod conflict in my recent game with the legacy version of Gigastructural Engineering,which leads to the Stellar Systemcraft never spawning upon completion of the megastructure. 2 they were the best. I always heard that if you put disruptors, you should only put disruptors. Even if you get the slot for free. - about 1/3 torpedo/missile cruisers. Torpedo assault carrier is the most balanced ship design. - "Only" 50% AP, No Bonus vs. 26 for Stellaris 3. How soon you can start shooting. I seem to see a big preference for Plasma over lasers in guides I've read. ). Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. 0 unless otherwise noted. TheMoe Colonel. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. Plasma Weapons: + More base damage than disruptors, but less than a laser. Stellaris. In Stellaris "It depends" is very much the thing. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. #footer_privacy_policy. 2. The third fleet is all picket corvettes, with gauss and gamma lasers (or plasma/autocannons if you are swimming in research) and point defence. 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. 3, no longer locked to ethics or civics every player. 99. The plasma bombardment effect doesn't work for me but it could be a bug or a conflict with another mod. 2 they were the best. Makes them able to get through both armour and shields. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. For Stellaris version 3. 27. 7 and 3. [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). This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. It looks like about 2. For M, S and L slots separately. @endgui14: Unfortunately, no. 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. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Their weapons focus on armor damage (lots of plasma weapons) so you should stack some more shields and since they also use focused arc emitters you. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Not as high as KA, but higher than plasma or lasers. 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. Generally. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If I have a shield nullification system, I'll make special platforms that are full armor. guess disintegrators aren't too bad, but they aren't really specialized and so aren't particularly good at anything. enemy leans much more torwards battle ships and. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. 7. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. I think their weapons do +50% to hull but I don't remember. Mobile view. Detailed notes at the end of the description. 396K subscribers in the Stellaris community. Specialise in science, or production, and shape your living planet forever. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. Two autocannos and a plasma makes them quite good. And Engineering research seems more busy in general so weapons from blue tech also seems like a. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. Get into the role playing of your people a little bit. Content is available under Attribution-ShareAlike 3. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. 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. I'm sure there. Stellaris Mods Used: Extra Ship Components 3. Quark-gluon plasma, found in quark stars. This page was last edited on 14 October 2017, at 10:55. 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.