stellaris plasma thrower. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. stellaris plasma thrower

 
 Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:stellaris plasma thrower  Kinetic Batteries the best L, Plasma and Autocannons the best M, Driver weapons, Plasma, and Mining Drone Lasers the best S

They can expand, so block them off if you don't want them to. This thread is archived New comments cannot be posted and votes cannot be cast Related Topics Stellaris Real. Jump to latest Follow Reply. The AI seems to really favor point defense too, which is a shame. Plasma Throwers: tech_plasma_1. If they were all rocking pd then that is your why. ParasiteX May 21, 2017 @ 2:55am. When setting your defence stations up to deal with long range (hangar, missiles / torps, L-slot weapon), medium range (M-slot weapons like plasma thrower, auto-gun / rail gun - no wait, not those as you didn't want more guns - laster) and short range (point-defence / flak, all the other weapons including missiles) you will be able to fight your. Shields is brutal), AND it has a shorter Range AND worse Tracking (and an extra 1000 in tech for Plasma Thrower vs. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire:. Still learning combat and I thought I had decent missile defense. In a straight up fight the only time it is cost effective is when your fighting ships that equip pure armor build, and you don't have lasers (because lasers do more dps). But their lower tracking makes them pretty weak against anything smaller. 1125 less vs hull. 6M Plasma Cruiser - proof. 2. 0 unless otherwise noted. The last time I used anything other than what you described* was when I got the Null Void on my first colony. 6. Weapon components. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Where lithoids are basically rocks, plasmoids are basically stars, so one. 2. Their accuracy ratings are the same. Countering missile fleets in the current game is about mixing PD in with enough of a counter to their defenses to cut their ships down as quickly as you can. Tinca12. Just combine the anchorages with spaceport buildings that improve defense or sensor range and defense platforms. My current solution is corvette spamming with plasma throwers (green) and teir 3 point defense. If you can get a P slot instead of an S slot, PD largely outperforms plasma at every tech level - even where plasma gets a slight edge, PD is still vastly preferable on the basis of getting a complete blowout against anyone using missiles. Yeah seriously, speaking as someone who’s tweaked every Paradox game from CKII on up to Stellaris, cracking open the code on these games you’ll see how many numbers are easily accessible under their hood. 8. This article is for the PC version of Stellaris only. How do I survive. Their fleet composition is 8/8/8/8 and mine was 0/2/8/81, does this. . It is a simple one, corvette swarm with torpedoes. ago. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Weapon components. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Honestly, I don't even bother with mass drivers at all. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. Iirc, Spiritualist FE uses Arc Emitters, so shields wont help you much against the bigger ships. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. Ship designer. my default fleet in the middle game was: 3 battleships. Store Mods Forum Launcher Mods Forum LauncherPlasma Thrower Information . You can use them as a buffer state between you and your rivals, they can't hurt them at all. It was a nice change of pace from the usual torpedo+autocannon corvettes until I unlocked battleships. Plasma seems to miss alot for my taste. For M, S and L slots separately. Intercepting the missiles is one thing, and as your fleets close distance you will shoot down less and less of them as missiles work even better close range than they do from a distance. With energy weapons. These guys would seemingly go as far as needed. I tend to rush for autocannon/plasma thrower vets early game which do really really well but I could be having an easier time with missiles. This article is for the PC version of Stellaris only. Ship. Makes them able to get through both armour and shields. With energy weapons. It has extremely high hull and point-defenses,. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. 034. Paradox. Stellaris Wiki Active Wikis. I just tested out accuracy in patch 1. 小型等离子发射器 Small Plasma Thrower. that's the first one. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. Each of the next sections, except for the few last ones, are an overview. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. So i only have a few hours and i know nuke misslies arnt good and coil guns and lasers are okay but what is better? i have the chance to get plasma thrower but i dont know if it is really good?Yes, absolutely. Ships. This article is for the PC version of Stellaris only. ; About Stellaris Wiki; Mobile viewThis page was last edited on 14 October 2017, at 10:55. Ships. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. Tachyon Lances: tech_energy_lance_2. I cannot afford this right now, and I don't know how to change it. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 维护费:0. i tried usind disrupters but i fewlt like they kinda suck so i made a fleetthat has a bit of everything, for example my arty battleship has tachyon lance, 2 photn launchers, a laser and a plasma thrower, and the last slot in the back kinetic arty, the carrier battleship is kinda the same but with giga canon and strikecraft, the titan in my. They're using 1. 4. Ship. They have the. Go to Stellaris r/Stellaris. The Kinetic Battery is L slot only and basically a good sidegrade for Mass Drivers Gauss Cannon has 14. So design your own defence stations WITHOUT guns, but use lasers, plasma throwers, torpedos, missiles, hangars, point defence and flak instead. Weapon components. Ship designer. . Neutron sweep. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. 3. My understanding is that the ability to research plasma throwers into arc emitters and disruptors into energy torpedoes is not affected by your initial weapon choice. Laser are good to an extent. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to. This article is for the PC version of Stellaris only. Core components. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. As it says. 2. Business, Economics, and Finance. You would expect that small guns can hit small ships better, but don't do. Shields and anti-hull weapons. 1125 less vs hull. Still learning combat and I thought I had decent missile defense. Granting a lot chance for disengage. One of my favorite Stellaris events so far was when I put my chokepoint in a pulsar system -- all shields nullified -- and created platforms that target armor/hull. Autocannons are good on corvettes. 能源消耗:-34. Core components. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. Stellaris players discovered the Juggernaut as part of the Federations DLC. Any tips on what situation/role which weapon class wins out?This article is for the PC version of Stellaris only. Ship designer. But here's why it's not essential that you do it yourself: The AI is using auto-design to design it's own ships too, so if you use auto-design, you're not at a disadvantage, you're merely on a level playing field. It does better damage and penetration. Easy, plasma. AI that prefers explosive weapons will favor M slots over S slots if it has swarmers that are of the same tech tier or higer than its regular missiles. Ищете полный перечень рабочих читов на игру Stellaris? На нашем сайте собраны все существующие коды и различные хитрости к ней. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Plasma thrower is better against armour by tiny 0. However, as this post shows, choosing between the two weapons is a. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 4 Anti-Shield 2. Gamma Lasers: tech. Holy F***!!! Nebula systems look amazing now! It doesn't appear just to be an image, it does have a 3D quality to it in-game. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Ships. Give your best units plasma weapons while your rookies get the old laser. 7% based on my calcs) and still retain. this is even more pronounced for rare technologies. Like the human factions in some universes having nearly all ballistic weapons missiles and strike fighters and the aliens having plasma throwers. That is why the plasma throwers aren’t showing up. increases chance of technologies from given category. . Ship designer. Ship. Propulsion Proponent Proclamation. I was wrong. 能源消耗:-10. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. This holds true for all of the energy vs ballistic analogues. Weapon components. If you only have lasers at least get something that is good vs shields. A secondary question is whether I should replace the disruptors on my. I'd recommend leaving the Autocannons for the brawlers and dashers, and putting on Plasma Throwers for the heavy artillery. Best all purpose weapons are arguably kinetics. Countering missile fleets in the current game is about mixing PD in with enough of a counter to their defenses to cut their ships down as quickly as you can. This guide is based on Stellaris 1. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Your battleships are obviously going to be using neutron launchers/gigacannons, which require the gamma lasers as prerequisite research. Stellaris Wiki Active Wikis. Ship designer. Make sure you have Gamma Lasers and Gauss, also research the lower tier weapons as they access some of the others. As I said earlier, it doesn't even synergize well with the anti-shield options. *I prefer missiles and carriers vs. As it says. 3. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. The Coilgun should probably be your larger weapon and the Plasma the smaller one (but you can run more), as coilguns help take down shields more easily (the first line of defense encountered, whereas Plasma are penalized vs. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. But combined with plasma, neutron or lances it is a really useful weapon. 18 less) and 5. For M, S and L slots separately. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. Your goal is to bring peace to the galaxy through a misguided lense of superior galactic benevolence. Plasma Throwers (2x M, 2x S) limp along to cut through the same defenses in 88. 47. Most important question is what was the loadout on the enemy Corvettes. Ships. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Enter the name of a technology to filter the entries in the table. 75% accuracy. ago Plasma has more exaggerated properties than lasers. 0 open-beta-2 (df65)] Autodesign arms bastion citadel with t1 kinetics instead of swarmer missiles or plasma throwers Game Version Orion v3. Ascension perks. 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. 2 What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Do you have. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. Any tips on what situation/role which weapon class wins out?A tag already exists with the provided branch name. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. 7. 1 Anti-Armor 2. thrower->uv, accelerator->x-ray, cannon->gamma. Ships. 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. Doctrine: Fluid Fleet Templates. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. Ships. In terms of just increasing ship survivability, id do low hp shields with high regeneration and a lot of armor. plasma throwers aren't directly linked to other techs, but their chance to pop up is reduced by 50% if you don't have the "red laser" tech (ie. However I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. If you check the wiki youll see most of the tier 1 to 5 lasers and kinetics are near identical (lasers bonus vs armour, better accuracy. Plasma and Coilguns are early-game tech that's holding back this ship design. Power Usage: How much power the weapon wiAs it says. Stellaris. ② Plasma Throwers 75->93. io, really simple chart making site. This guide will be updated with every major stellaris patch being released. #footer_privacy_policy | #footer. Ship. This is the Ironman version of ASB (Amazing Space Battles) meaning it is fully achievement compatible. The best weapons are a combination of driver and lasers. because otherwise while it is fun and cool to get weapons like Cloud Lightning Conduits and Blue Crystalline Shard Throwers, its seems like its just better to get things like Plasma Throwers and Space Torpedoes and not bother with the weird. Ship. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Component: Medium Plasma Thrower Component: Small Plasma Thrower. (plasma thrower/accelerator) first. All of hte alien ships I have seen so far use both armor and shields, so if I understand right, what I should be doing is putting both plasma throwers and disrupters on the same ship, so that the. That being said, they also use plasma cannons to counter armor. 2. Disruptors I mostly don't use unless. This article is for the PC version of Stellaris only. This article is for the PC version of Stellaris only. the third one says stuff about a 'false vacuum' and you need to pick some dialog options that lowers your science stability and happiness. They destroyed the one fleet I have after about 70k (not included in the 300-400K) of the fleet went down. plasma is better vs armor and hull. Lasers are more accurate but plasma does way more damage. Each fleet has: From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. Ships. Yeah the S- or M plasma on Line Cruisers are fine. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can. Ships. DragonOrion Galactic Contender • 7 yr. Nerezza Recruit. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. g. Go to Stellaris r/Stellaris. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Today I took a look at the auto generated Patton design for the cruiser. Wish Stellaris had something comparable to the Grox. 6. Ships. Based on information provided on the wiki, here is a summary of what affects the weight of technologies (the probability of drawing the card for a given tech): scientist expertise in certain category. Ships. The only time plasma wins out over lasers is in specialization. 2 they were the best. Cost: 12000, Weight: 35. Focused Arc Emitters. Hard to show in a screenshot, if you have ever played with Real Space and seen some of the 3D effects from some of the stars it's similar to that. Even at 100% armour pen it still reduces damage, so even plasma throwers dont totally mitigate armour. Core components. It's my default loadout for them, since in the early game it boosts fleet power enough that you can take on destroyers with a good sized swarm, and in the mid-game it's a useful loadout to deal with possible Grey Tempest. 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. Energy weapons tend to trade DPS for that armor pen. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Ship designer. Nice. Stellaris fleet getting destroyed. As for the main station itself, it seems to me the AI is always picking a combination of missiles, lasers, disruptors, kinetic weapons like the railgun and plasma throwers; most of them are in the medium range. 0 unless otherwise noted. So I am going to try again, aiming for feder. Members Online •. Strange. Stellaris Wiki Active Wikis. 2 Particle Launcher 2. The Stellar Devourer's weapons are mostly energy and torpedoes, so shields and point defense are an effective counter. Mid-to-late-game I exclusively use mixed battleship fleets. Content is available under Attribution-ShareAlike 3. With all that said, Plasma is actually usable since it really is the only option in its niche. It's easier to to get high end shields (Dark matter) than Drake Armor and you can get Psionic shields in certain play throughs. 1225 points of average damage, but much worse vs shields (9. 18 days - but if you allow for an M. It has higher armor penetration, which will lead to probably more damage. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. This article is for the PC version of Stellaris only. I basically googled what counters what, and I suggest you do the same. Cost more. 2 Anti-Hull 2. But their lower tracking makes them pretty weak against anything smaller. Stellaris Wiki Active Wikis. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Ship. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Content is available under Attribution-ShareAlike 3. Stellaris Wiki Active Wikis. Ship self repair is either from space borne aliens, admirals, or living metal (and ok, there’s a shroud reward too). The blue weapon is a tachyon lance, at the end of the laser tech tree. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. It seems as though Plasma Cannons are intended to be the energy weapon complement to the Stormfire Autocannon: both weapons do additional hull damage (+50% for plasma, +25% for stormfire); both weapons do considerable damage damage to one kind of defense (+100% to armor for plasma and +50% to shields for stormfire) but only. Energy req. 0 unless otherwise noted. Store Mods Forum Launcher Mods Forum LauncherIf they're not using point-defence, you could counter them with a lot of missile weapons, which are longer range and pack a heavy punch that ignores shields. Because of that, the Plasma thrower Can't be improved much more. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. This article is for the PC version of Stellaris only. As long as you bring anti-shield stuff too. I love mixed fleets because 1, the battles are much more interesting to watch and 2, if Stellaris was real, the smaller ship sizes would be used. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. full armor damage. Those beats all anti-armor weapon in damage, and dps. Prethoryn too time-consuming and boring. Torpedoes are good for ignoring Shields, but creatures doesnt have any. Lasers on the other hand are required to unlock. Two autocannons and a plasma weapon. New components, technologies, resources and much more! This. 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. A friend and I started playing a multiplayer game of vanilla Stellaris, no DLC or mods, and everything was going fine until we went to war against an…Plasma throwers and Tachyon lances both pierce armor, but putting them both on the same ship largely negates the benefits of one over the other. 1 Energy Siphon 2. 416K subscribers in the Stellaris community. 3 Penetrating 2. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Try plasma/null beam, easy early techs that will scale great the longer the game lasts. Particles - Tier 4. bigger and bigger mass throwers and making it less of a Rock Paper Scissors would enhance the game I feel. Any tips on what situation/role which weapon class wins out?Paradox. Particles - Tier 4. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Stellaris. But combined with plasma, neutron or lances it is a really useful weapon. . This is a searchable and complete list of Stellaris technologies and their IDs. © Valve Corporation. Those beats all anti-armor weapon in damage, and dps. Ships. Has this replaced Giga Cannon and the rest half Kinetic Artillery and half Plasma Throwers? Must say, combat. TheMoe Colonel. Ship designer. Ship designer. When would I use a laser instead of a plasma thrower? Right now I use lasers for smaller ships only because I like the way they look in combat. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Ship. Neutronium armor and the crystal plating in A slot. shields) and have longer range than plasma at all sizes. At the same time you can devellop a new medium ranged station using the rail guns, another one using the plasma thrower and so on. 2. Weapon components. 组件分类:武器组件. I lost 9 corvettes. Ignored by far more weapon types. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. plasma is better vs armor and hull. Only draw back is the lower tracking and accuracy. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. 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. Design doesn't matter early on. I also only build one kind of research station on non-specialized planets and that is Physics. Stellaris Wiki Active Wikis. 18 less) and 5. Any tips on what situation/role which weapon class wins out?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. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Ships. 1. AI that prefers energy or kinetic weapons will favor M slots over S slots until it researches Autocannons or Plasma Throwers technology. 200% damage against shield. This article is for the PC version of Stellaris only. 3 Plasma Launcher 2. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Any tips on what situation/role which weapon class wins out?Thanks 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. and many corvettes (to fill in). 例如:“异种保护区”(建筑)的特殊说明请在. When in doubt, monobuild rail. Increase the maximum range of weapons by 100% or so. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. vs FM: win, 104. If you don’t have yet the neutron launchers plasma it’s a good alternative, as far as metà ship design go, you are gonna want some battleships with X tachyon lance, and the rest of L weapons neutrons You might wanna put in your fleet a few carrier battleships too (useful against swarm fleets and for survivability) with X slot tachyon lance, carrier core, and. thank you mod is great ;) thank you so much! Depends on what part of the game you mean early game before shields lasers mid game ballistics late game a combo of the 2 with kinetic artillery and plasma throwers or whatever the t3 version I’d start with lasers then immediately research into kinetic along with deflectors The only counterargument I have is that since armor piercing weapons heavily favor larger modules I believe that fleet wise there is more benefit to outfitting cruisers with, for example, plasma throwers, and using disruptors on corvette/destroyer S slots where they hit mildly less than cloud lighting (10. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…How to get an independence from your overlord. 1 Mass Driver 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. full armor damage. Obviously Plasma. Ship designer. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. Any tips on what situation/role which weapon class wins out?Nebula systems look amazing now! : r/Stellaris. Right now, this is the ship to beat when it comes to kickass ship design. Any tips on what situation/role which weapon class wins out?As it says. Plasma thrower is better against armour by tiny 0.