stellaris plasma. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. stellaris plasma

 
 I have 2 questions about this: 1) Lasers have higher DPS and accuracystellaris plasma 0 unless otherwise noted

Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. A selection of high-quality animated and static species portraits. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. In this, the eleventh episode of my Let's Play Guide, I am going to start from the beginning; sharing strategies, tips and tricks to help improve your games!. Content is available under Attribution-ShareAlike 3. + Ignores 100% Armor. Lasers and plasma cannons are effective against heavily armored ships but less effective against shielded targets. I like them on corvettes before I get plasma cannons. 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). 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". Plasma is good, but it should also be paired with kinetic weapons. Jump to latest Follow Reply. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack. 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. Reply. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. SE Humanoid is an add-on to our previous entry that’ll further increase your species variety by adding new body types for the different “Humanoid” portrait groups available in vanilla Stellaris. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Thanks for any tips!Can someone help me figure out when to use each of these? Disruptors at least are a little different in that they decimate shields, so I'm assuming it's a good idea to have some if you're rocking energy weapons. Title. Stellaris Wiki Active Wikis. 3) as prerequisite for arc emitters. Best. Choose weapons that ignore or are more effective against the enemy’s ship design. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development. It looks like about 2. Slightly. There's also a mod that allows you to research them all by giving the tech. armor, so they to hull damage. Energy-eating plasma beings would be a bit redundant with that. In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. Battleships have X as their main Spinal Weapon once researched, think MAC from Halo. Fox McCloud First Lieutenant. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. 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。. even on the autocannon's worst target it has 40% the effectiveness of plasma. The best weapons are a combination of driver and lasers. You want anti-armor/anti-hull weapons. Traits: Traditional, Strong, Ingenious, Sedentary, Wasteful. 75Plasma does more raw damage, but is only 50% against hulls. BigBangA1. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. They are extremely effective against armor and very effective against hull but highly ineffective against shields. . Received widsom is yes, you should take Mass Drivers or Lasers. Incorporating secondary weapons such as lasers or. See more Stellaris modding information at odingaming. needed and were stuck with insane research times like 40-60 months when all we. Plasma Strike Craft - 3 levels unlocked with the appropriate plasma technology and strike craft technology;. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. As long as you bring anti-shield stuff too. 2 Proton Torpedos, one m-plasma and one m-laser. 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 plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. There is no point to Proactive stance. Lasers look way more cool in active battle. 6. @endgui14: Unfortunately, no. Disruptors I mostly don't use unless. Put + tracking pieces in the auxiliary slots. Plasma Weapons: + More base damage than disruptors, but less than a laser. 5 ③ Hyperspace Slipstreams 50->62. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. 18 retief1 • 5 yr. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. I seem to see a big preference for Plasma over lasers in guides I've read. Energy req. Defensively it has no armor or shields, just a ton of health. 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. Missiles are somewhat better against point defense, by dint. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. As a fleet 3. Anti-shield is sprinkled in the rest of the fleet, so that's covered. ★Looking at 9 Great & New SPECIES PORTRAIT MODS for STELLARIS - Make Your Games Unique! Pictures, Text, Info, Discussion only :-) Stellaris News Playlist (Ne. 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. 3/2. I generally switch to plasma/ripper auto cannons on corvettes by late game. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. 4. Description Plasma accelerator Game Version 2. Yeah the S- or M plasma on Line Cruisers are fine. + Requirement for Particle (and Tachyon) Lances. 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. 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 to be clinically healthy. Sort by: Open comment sort options. . casual friendly. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. 6 for now. 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. - "Only" 50% AP, No Bonus vs. Stellaris > General Discussions > Topic Details. Stellaris is at least partially about unleashing your imagination as you play. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Go to Stellaris r/Stellaris. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. 9. Antimatter, found in antimatter stars. I find Mass Drivers to be better. The only new tradition that really shakes things up. The best weapon vrs Armor is Plasma 3. Donating plasma. So dump shields and grab your heaviest armor and plasma guns. 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. 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. In Stellaris there is only ship design and fleet management. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. Stellaris 50396 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213. 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. 0 unless otherwise noted. I don't see a lot of people getting creative with their battle groups, after all, it's a lot easier to just make all corvettes then all battleships, but there's tons of room to play, especially in single player. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. When I get to battleships, I do 50/50 carrier/artillery mix and they make up about 1/5 of the fleet. 7 and 3. Like plasma-missile, and not plasma-PD. 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. 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 go disruptors and missiles though, a few carriers go along just fine. Mono-cruiser fleets are totally viable. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. 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. NOTICE: This mod is intended for low to medium-end PC's. This page was last edited on 14 October 2017, at 11:49. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. that is a 325% difference in base DPS before adjusting for modifiers. normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. Agreed. Small Psi Shields are still weaker than Small Dark Matter Reflectors in 2. 5 average damage and will hit 80% of the time, for 25. For M, S and L slots separately. With energy weapons. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Content is available under Attribution-ShareAlike 3. Maybe someone can explain to me why the Plasma Thrower line of techs have the same tech costs as the Disruptors line and the Autocannons line. I take you through every viable build currently in the game, why they work and the methodolg. Dark Matter techs are only unlocked from Fallen Empire debris. In Stellaris "It depends" is very much the thing. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. But it depends who you are fighting. I totally understand that it was OP particularly in multiplayer games but I don't play multiplayer much and when I do we mostly never fight eachother so vassels aren't a big deal. 2. It scores high on versatility and reliability. 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. 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. RUMORS: New Imperial Guard Stratagems. Regular Torpedoes are not affected by shields and are good vs. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). In a game with as many dice rolls as Stellaris, it's far more useful to think of it as such. 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. 6. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Happiness adds to stability. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Give me a reason to build cruisers. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. troyunrau • President • 7 yr. 9! Should still be compat with 3. 25 ③ Tachyon Lances 35->43. Last edited by FateWeaver; Apr 15, 2018 @ 9:56am < > Showing 1-15 of 20 comments . May 21, 2018 @ 3:47pm They ignore shields and some of them even ignore armor. I seem to see a big preference for Plasma over lasers in guides I've read. HALO WARS STELLARIS v1. Accurancy is another check to suceed after the enemy doesn't evade your fire. 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. Well, Null Void Beam alone is a terrible idea. This guide will be updated with every major stellaris patch being released. Torpedo assault carrier is the most balanced ship design. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Obviously Plasma. Kinetic Weapons - Coilguns (Stellaris), Railguns (Stelaris), T-Bolter Mark I (Stellaris Rippercannons), T-Bolter Mark II (Stellaris Stormfire Cannons) Energy Weapons: T-Plasma Mark I (Stellaris Plasma Accelerators), T-Las Mark I (Stellaris Blue Laser) Explosive Weapons: Fusion Missiles (Stellaris) FTL - T-Warp Mark I, T-Gellar Mark I. As far as I know, Stellaris doesn't offer a way to have a mobile planet setup like that. 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. 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. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Plasma. Without rating this mod it's much harder for others to find it. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 5 ③ Phase Disruptors 50->62. Build a bastion in the system, and spam defense platforms with plasma or lasers. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Thanks for any tips!© Valve Corporation. . 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. 6. 03 dmg/day, while the (also small) T3 stormfire autocannon does 19. Laser are good to an extent. ; 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. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Stellaris fleet getting destroyed. 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. They only have hull, and plasma is one of the few +hull damage weapons iirc. It's good by itself, but doesn't lead to other more advanced weapons. 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. I always heard that if you put disruptors, you should only put disruptors. Their ships have no shields but a FUCK TON of armor and hull points. only in theory. Avoid missiles and torpedoes. But its slow rate of fire, as well as the lack of armor on smaller ships makes it a poor choice for fighting small vessels. numinos710 Fanatic Materialist • 3 yr. u will see i already. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. (my definition of S-n00b). 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. * (Le Guin) If you like this mod, please come back to rate and favorite. This lead to every ship that loses its shield immediately getting focus fired down. There is no point to Proactive stance. One factor being that Plasma is now the only energy weapon choice for L-slots which is as good as firing blanks. The best part?. 6 for now. I think their weapons do +50% to hull but I don't remember. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. 8, 3. 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. 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. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. ) 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. Cloud Lightning and especially Disruptors have low damage output, so they won't work very well against things that regenerate quickly (regen works during combat as of a recent-ish update, so leviathans with regeneration modules are significantly harder to kill now). Also, be careful of the main crystal-hub system; it's a pulsar, so you'll have no shields. If your enemy is all shields, laser beats plasma; but why go in with energy when you could do better with kinetic, right? 3. PD is an excellent counter to many of their offensive capabilities. I seem to see a big preference for Plasma over lasers in guides I've read. Energy weapons are good against armor but weak against shields. 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 page was last edited on 14 October 2017, at 11:48. you should get a situation log notification for researching access to the galactic core. ago. 85 ± 5. Plasma Weapons: + More base damage than disruptors, but less than a laser. More information can be found in Stellaris Dev Diary #293. Small stormfire autocannon- 19. Don't even think about medium and large, they're not worth it. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). I actually ran some calculations in Excel after the 3. 70 dpd, -30% shield damage and 80% armor pen M MD: 6. Yeah, I run pure plasma and haven't had issues against the AI. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. g. P. When it comes to AI you need plasma only until you get proton, and neutron launchers. Ships now get a limited number of. 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 plasma bombardment effect doesn't work for me but it could be a bug or a conflict with another mod. 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. That said, I do mix PD+kinetic corvettes into laser/plasma ones at 1:3 ratio on the off-chance I run into AI personality that spams missile corvettes - that can. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. But combined with plasma, neutron or lances it is a really useful weapon. This results in many weapon sounds being muted in heat fights. . 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 simple plasma accelerator is a weapon for all seasons in Stellaris. 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. And Large Plasma is no better. 2 I decided to stop this mod line. Depends on the enemy and your weapons. More Unity, Energy, Worker Output, bonus to army damage. ago. #14. Lance is ignored for, well, pretty much the same reason. While on paper more influence sounds nice, you only get. kan_ka • 1 yr. Plasma: For me, this is the jack of all trades weapon. The only time plasma wins out over lasers is in specialization. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Plasma seems to miss alot for my taste. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. However, they can be effective at chipping away at larger ships as well. A tag already exists with the provided branch name. Pharmacokinetic Analysis. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Tailor to your enemy. Description. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. LuNi. 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. 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. 1. Thanks for any tips!Europe PMC is an archive of life sciences journal literature. Against shields only and armor only. 85 min and AUC was 111,259 AUFS · min − 1 (B) . 4 beta What version do you use? What expansions do you have installed?I seem to see a big preference for Plasma over lasers in guides I've read. Usually that means that your ion cannons only have. Disruptors only come in small/medium varieties, penetrate. 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. Empires live and die by the strength of their fleet in Stellaris. Easy, plasma. . Small matter disintegrators slightly edge out small plasma cannons. 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. The simple plasma accelerator is a weapon for all seasons in Stellaris. For M, S and L slots separately. AC also have higher tracking and lower range. Missile Defense. 14 Badges. . 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’ve been using plasma line so far and it seems to work decent. Plasma bombardment should. 15 vs Swarm, 9. As you devour a planet, you consume aspects of its planetary features to grow on the Living Planet. Description. Their high damage is really nice, and corvettes are fast enough that they don't need the range. They will do somewhat less damage vs 90% armor than plasma, but considerably more against shields, and will also penetrate regenerating shields. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. I have 50 destroyers fitted with flak turrets and that is my fleet’s. ago. Zorro Nov 15, 2017 @ 6:06pm. 64 Badges. Last edited by mss73055; Oct 22, 2021 @ 3:15am. 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. 54, 29. ). I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. Baldrik3505 Corporal. - "Only" 50% AP, No Bonus vs. Finally, the focused arc emitter is very good, particularly because it never misses. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. stellaris plasma. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I decided to compare 4 main types of weapon against each other on same ship designs. ; About Stellaris Wiki; Mobile viewThanks for all these comments people! I feel like the next Stellaris YouTuber to upload a conclusive video on the issue will get some record-breaking likes That being said, I also wanted to share an important change that I personally glossed over as I was reading the patch notes. Content is available under Attribution-ShareAlike 3. My first war got me a big head start in plasma accelerators when I still haven't gotten around to researching red lasers. Stellaris - Plasma accelerator. 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 3. 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 . 50 - Missiles, they have long ranges. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. These IDs are usually used with the research_technology tech ID command. Definitely. First - lasers have more RoF (I'm looking into game. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. 0 unless otherwise noted. If you go disruptors and missiles though, a few carriers go along just fine. Thanks for any tips!Go to Stellaris r/Stellaris. Only draw back is the lower tracking and accuracy. Avoid missiles and torpedoes. vs FX2: win, 105. Apr 25, 2017 286 62. I seem to see a big preference for Plasma over lasers in guides I've read. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. r/Stellaris. 8%. Also, added bonus: plasma is easier to research as well.