stellaris plasma. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. stellaris plasma

 
 The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleetstellaris plasma  However, as this post shows, choosing between the two weapons is a little more convoluted

Plasma: 2. Thanks for any tips!For 3. 18 retief1 • 5 yr. 6 fleet composition. For that reason I typically don't even research plasma weapons until I need a tech draw re-roll. 6 vs Queen, 9. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. 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 •. I always opt for researching plasma whenever it appears. Plasma Cannons can be obtained from at least 2 different anomalies, though they still need 50% research. Lasers: + Highest base damage compared to plasma and disruptors. 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. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. Carriers can outrange starbases without target uplink, and shred destroyers & corvettes unless they have saturating high tier flak defense. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. For M, S and L slots separately. It has higher armor penetration, which will lead to probably more damage. I'm sure there. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. 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. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. r/Stellaris • How to counter corvettes spam and making ships useful. Therefore, the only time they become as useful as any other weapon system in the game is when your fleet jumps right into a middle of a enemy fleet which result in a close quarter battle. This page was last edited on 14 October 2017, at 11:49. You also need a large amount of territory and planets to colonize; more planets means more pop growth means more jobs and more researchers. 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. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. unlocking special options (terraforming, wormhole and gateway travel) Plasma is basically just better. 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. Fox McCloud First Lieutenant. Also kinetics sucks now. I think their weapons do +50% to hull but I don't remember. If I have a shield nullification system, I'll make special platforms that are full armor. Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. More information can be found in Stellaris Dev Diary #293. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Full Disruptor fleets can be a thing, but the issue is raw DPS. x "Caelum". Yeah, I run pure plasma and haven't had issues against the AI. 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). Description. Stellaris. I like to try an make a battleship that has a long or medium range and have a. 7 and 3. 3) as prerequisite for arc emitters. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. Stellaris. The original author is Silfae, who created many outstanding portraits for Stellaris. + Requirement for Particle (and Tachyon) Lances. Which is better depends on the target. 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). I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. The only new tradition that really shakes things up. I actually ran some calculations in Excel after the 3. 2. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. Reply. 2 Patch Released. 9. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. Missile damage is inferior to Stormfire, Gauss, Plasma according to field tests. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Nulls were fired but plasma not. 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. I generally switch to plasma/ripper auto cannons on corvettes by late game. • 5 yr. This is a mod sort of complimentary to either Kepler68's More Star classes, or Annatar's Real Space,. As cruisers are at the front of your fleet and charge forward first I also build some with 5 Medium Plasma/ Gauss mix and 1 Flak for close range fighting. 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. I don’t know if it’s a mod conflict, or if RNG is just against me, but I’m neck-deep in repeatables, and it still won’t show up in the shuffle. 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 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. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. The best part?. Last edited by contact459; Aug 14, 2022 @. Beelining is following a dedicated research path in order to unlock a powerful technology. 10. 1 level 5 shield, 5 level 4 shields, 2 advanced reactor boosters, zero point reactor, jump drive, plasma. Reply. Mobile view. Plasma Weapons: + More base damage than disruptors, but less than a laser. ago. Build a bastion in the system, and spam defense platforms with plasma or lasers. New Quest Chain: Interdimensional Portal. 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 Arc Emitters 45->56. Finally, the focused arc emitter is very good, particularly because it never misses. Stellaris. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I’ve been using plasma line so far and it seems to work decent. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. 9! Should still be compat with 3. Subscribe to download. 6. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. - "Only" 50% AP, No Bonus vs. ago. Plasma Accelerators Tech. 3, no longer locked to ethics or civics every player can use all 3. Title. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). 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). Received widsom is yes, you should take Mass Drivers or Lasers. _Absolute_Maniac_ • 2 yr. Swarm lover Major. 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). I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The Small Gamma Laser does 31. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. @endgui14: Unfortunately, no. At maximum thrust the plasma thruster will use 913. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. Physics research#Plasma Accelerators Tech. All that I did is fixing the particular mod that shouldn't become oblivion. Sorry if this has already been discussed to death, been a while since I played Stellaris, so a lot has changed for me. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. + Requirement for Particle (and Tachyon) Lances. That's a 1:1 ratio, which means (relatively speaking) defense. 3. Because the malus affects the target. Artillery computers and maximum range from admirals and doctrine, flak cannons to shoot down their strike craft and crystal. 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. ③ Plasma Cannons 50->62. 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. It does better damage and penetration. If you go disruptors and missiles though, a few carriers go along just fine. Thanks for any tips!Go to Stellaris r/Stellaris. Plasma launchers launch balls of highly energized and destructive plasma. 1; Reactions: Reply. corisai Apr. 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. Plasma bombardment should. Their high damage is really nice, and corvettes are fast enough that they don't need the range. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. A tech tree is fine for Civ but Stellaris is better without it. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 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. Even if you get the slot for free. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. Kaikki oikeudet pidätetään. I find that plasma works better. Tailor to your enemy. Yeah basically the guide above. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. I had a friend in a federation with me (human friend), and our combined fleets' power doubled that of theirs. Early-to-mid-game, cruisers with medium slot plasma and a hangar are OP. Mono-cruiser fleets are totally viable. It has higher armor penetration, which will lead to probably more damage. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. 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. 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. Within a year after colonizing the planet in the system, an event. Heyo, this mod was abandoned so I've taken it up to do upkeep and what not! The original mod was made by Quol but he is the dead (not literally), so ya (his description below) With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering, star. As it says. ; 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. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 6 for now. 9. Pragmatic Captain. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Thanks for any tips!© Valve Corporation. 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. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. Point-Defense: your only anti-missile option before getting to Cruisers. Next Last. 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!科技 ( Technology )是群星中的重要游戏概念。. 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. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. 6. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. All that I did is fixing the particular mod that shouldn't become oblivion. Maybe I get the time to start a new line of this mod, may be not. plasma is better against high armor. Yeah the S- or M plasma on Line Cruisers are fine. 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. g. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. Report. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. 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. Lasers: + Highest base damage compared to plasma and disruptors. I cannot afford this right now, and I don't know how to change it. Al has major fetish for point defence. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. It's even worse if multiple missiles are aiming for the same target. This list only includes novel species or vanilla variants; you won't find portraits from other sci-fi universes (e. Small stormfire autocannon- 19. Small plasma cannon- 6. . 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 always heard that if you put disruptors, you should only put disruptors. 4. stellaris plasma. 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. I’ve done all the prerequisites to unlock Maginot Worlds, but the tech just won’t show up. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. . Replace commerce building with research lab. 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). Hull- 9. I know some mods have done the nomadic origin, but I don't think it would work with this. 4 damage taking into account accuracy and evasion. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. For M, S and L slots separately. 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. 8%. 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. 27. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I recommend the Regular Version for medium to high-end PC's. 3/2. Another Stellaris crossover, this time with Halo. Jun 4, 2020. 3 new edicts that make use of the new strategic resources. I seem to see a big preference for Plasma over lasers in guides I've read. 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. So in my opinion the giga canon is really the way to go. Business, Economics, and Finance. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. 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. Ships now get a limited number of disengagement opportunities. Tres Cantos 28760, Madrid, Spain) to blank S. When I get to battleships, I do 50/50 carrier/artillery mix and they make up about 1/5 of the fleet. 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. Honestly, I don't even bother with mass drivers at all. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Their ships have no shields but a FUCK TON of armor and hull points. + Ignores 100% Armor. They're using 1. 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. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. The happier the pops the higher the stability. 5. Because of limited time in RL and major changes in stellaris 2. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. Thanks for any tips!138 votes, 59 comments. Their plasma projectiles are even deadlier. Disruptors only come in small/medium varieties, penetrate. Stellaris > Workshop > Milk's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. Also, be careful of the main crystal-hub system; it's a pulsar, so you'll have no shields. Back is Kinetic, Front is Mega-cannon. I generally switch to plasma/ripper auto cannons on corvettes by late game. What do I do?Stellaris Destroyer Uses. Quark-gluon plasma, found in quark stars. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. 4. 7 and 3. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Lasers deal less damage, lower range, more accurate but the damage is immediate if target vessel is in weapons. so its not as clear cut as plasma/laser if you use crvettes with guided slots tho u want torps on there no question #5. com. 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. Stellaris Wiki Active Wikis. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma, I think. After that change, plasma became the best weapon because of its bonus vs armor and hull. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. 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. Stellaris > General Discussions > Topic Details. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Not as high as KA, but higher than plasma or lasers. Laser are good to an extent. Gauss Cannons have longer range and can be small, medium or large. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. Alle produzierten Rostoffe wandern ins Hauptlager und dann werden alle Ausgaben aus diesem getätigt. But it depends who you are fighting. NOTE: This mod has. Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). troyunrau • President • 7 yr. 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. 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. -new and updated graphics. 10. In Stellaris "It depends" is very much the thing. Incorporating secondary weapons such as lasers or. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. Thanks for any tips!Europe PMC is an archive of life sciences journal literature. Torpedo assault carrier is the most balanced ship design. r/Stellaris. With all that said, Plasma is actually usable since it really is the only option in its niche. One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. Sep 27, 2016 505 563. Stellaris destroyers with kinetic batteries or artillery are an excellent choice for long-range combats, especially in larger fleets. It makes tech trees flow better and while you can still aim for specific techs, there's no. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Hey people, I am currently in deep Shit with the endgame crisis Prethoryn Scourge and wanted to ask, how I can still win. Missiles are somewhat better against point defense, by dint. 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. It scores high on versatility and reliability. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma samples were analyzed using. vs FX2: win, 105. Plasma Cannon Imbalanced? I ended up in a war with an empire who I didn't really like to begin with and planned to conquer anyways. its seems like its just better to get things like Plasma Throwers and Space Torpedoes and not bother with the weird monster 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. ago. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Stellaris. 25-30K with plasma and armor piercing things (like torpedoes). I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Neutron Sweeping: 48000: 5 Neutron Sweep colossus weapon Colossi; Completed the Colossus Project; Pacifist; Either: Spiritualist; If Utopia DLC: Mind over Matter Two autocannons and one plasma. I like them on corvettes before I get plasma cannons. 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. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. This array of weapons leaves the Stellarite Devourer with no obvious defensive counter. Plasma and laser weapons have different characteristics. Shields. As long as you have other weapons to deal with shields, plasma is generally better than the highest level laser. Hopefully they revert the change but I highly doubt it. Ship AI in stellaris is fairly smart. But what about laser and plasma? They both do extra armour damage. 8, 3. Generally. 0 unless otherwise noted. Like plasma-missile, and not plasma-PD. Not as effective but still effective. . Tutti i diritti riservati. 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. 1 of 2 Go to page. Their ships have poor to no shielding. 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. Anti-shield is sprinkled in the rest of the fleet, so that's covered. 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. that deal bonus armor damage, 4 large slot plasma weapons, and 8 powerful PD weapons. 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 100% penetration bonus (vs 60%) makes up for the difference in base damage. It is only visible to you. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Plasma is good, but it should also be paired with kinetic weapons. Loadinv save fixed it. From what I remember, it’s an event that appears in the situation log and required physics research to reveal the core and lanes. Ship combat computers now try to keep certain ships at certain. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. You want anti-armor/anti-hull weapons. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Autocannons will tear apart corvettes while kinetic batteries are battleship/station killers. 3 eps. Thanks for any tips!Honestly, the military power that ion cannons add to star citadels isn't as important as granting said citadels the ability to force an enemy fleet into combat the instant they enter your star systems and inflict damage with impunity, until the enemy fleet finally gets into range to fight back. A tag already exists with the provided branch name. All Discussions Screenshots Artwork Broadcasts. 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。. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Tech is limited by the number of Researchers you can run. This results in many weapon sounds being muted in heat fights. 3 Research Plasma Accelerators Open the Ship Designer menu Mouse over the small/medium/large icons for the Plasma. I decided to compare 4 main types of weapon against each other on same ship designs. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. Tres Cantos 28760, Madrid, Spain) to blank S. 25 Modifiers. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Stellaris > General Discussions > Topic Details. About Stellaris Wiki. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. Lasers look way more cool in active battle. I decided to compare 4 main types of weapon against each other on same ship designs. Against this plasma's are, frankly, a steaming pile of dung. . Plasma. Content is available under Attribution-ShareAlike 3. All avail. Mai 2016 um 6:42. 0 unless otherwise noted. See more Stellaris modding information at odingaming. 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.