Pvp is played mostly with destroyers and some cruisers. But combined with plasma, neutron or lances it is a really useful weapon. my default fleet in the middle game was: 3 battleships. 1. Two autocannos and a plasma makes them quite good. Increase the maximum range of weapons by 100% or so. Weapon components. Weapon components. I'll take all the armor and hull damage bonuses please. 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. 2 "plasma accelerator average damage bug" Game Version version 2. Core components. So just get blue lasers and go. Ships. Ship designer. Plasma is an evolutionary dead end. That being said, they also use plasma cannons to counter armor. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. How do I survive. Stellaris fleet getting destroyed. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. Still learning combat and I thought I had decent missile defense. It is a myth that everything between corvettes and battleships is useless. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. *I prefer missiles and carriers vs. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. Weapon components. Ship. Neutron sweep. No name yet: fanatic militarist, egalitarian aquatics. ; About Stellaris Wiki; Mobile viewCarrier cruiser spam is exceptionally powerful mid-game if the enemy doesn’t have any screeners, I find. Ships. Going for both options is reliable since both. 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. I was wrong. Ships. 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. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Particles - Tier 4. Weapon components. If you are lazy you can make an anti missle laser driver ship. Core components. 3 "Battlestar" class battleships, Spinal mounted Tachyon lance, carrier core with lvl 3 fighters and guardian defense turrets, with small plasma cannons, and an artillery aft with a Neutron launcher Rest of the fleet are "Devastator" class battleships, Spinal Tacyhon mount with 4x Neutron launchers. 2000. g. I just tested out accuracy in patch 1. 能源消耗:-10. Same here. Easy, plasma. 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. Right now, this is the ship to beat when it comes to kickass ship design. 1 Laser 2. Ship designer. How to craft: You can wake the dragon at a Weapon Plant with a dweller boasting a high-enough Strength stat. Torpedoes are good for ignoring Shields, but creatures doesnt have any. Stellaris > General Discussions > Topic Details. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. This article is for the PC version of Stellaris only. 3 Matter Disintegrator 2. 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 general, missiles are risky as they are easily countered. Core components. 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. 2; 1; Reactions: Reply. My current solution is corvette spamming with plasma throwers (green) and teir 3 point defense. 416K subscribers in the Stellaris community. the third one says stuff about a 'false vacuum' and you need to pick some dialog options that lowers your science stability and happiness. 170. Vendors start selling plasma guns starting at level 16. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). Stellaris > General Discussions > Topic Details. I'm *very* new to Stellaris modding and modding in general, so if you find any bugs, please let me know. Name: Tier: Type: Cost: Power: Min Damage: Max Damage: Cooldown: Average Damage: Range: Accuracy: Armor Penetration: Shield Damage Bonus: Shield PenetrationPlasma Cannon's -75% shield damage penalty doesn't matter in Minchir. 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. Number 2 (and most important): if you haven’t considered increasing range (through admirals, juggernauts, doctrine, ship computers,. 伤害:12-25. Crystal shard throwers aren't obtainable anymore. The blue weapon is a tachyon lance, at the end of the laser tech tree. The Plasma then starts doing its work when your fleet may have. 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. Ship. Contents. 0 unless otherwise noted. Orbital Energy Conversion: very strong early tech because it is cheap to build (75 minerals) but offers 3 energy for 0 POP. Carrier ai can increase that and thus can increase engagement range. Like the human factions in some universes having nearly all ballistic weapons missiles and strike fighters and the aliens having plasma throwers. Autocannons to strip shields quickly so my bigger ships can do more damage, and a plasma so that they can still do damage to stuff with armour. 科技/物理学科技. The advantage is that you can build some useful buildings that are not fleet logistics thingies. #2. . 75% accuracy. Ship. How soon you can start shooting. 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. DragonOrion Galactic Contender • 7 yr. Let's Play Stellaris, with the Mandate of Lavis PrimeThe first time I played this I try diplomacy and it failed. Any tips on what situation/role which weapon class wins out?Paradox. This article is for the PC version of Stellaris only. Any tips on what situation/role which weapon class wins out?I decided to compare 4 main types of weapon against each other on same ship designs. Try plasma/null beam, easy early techs that will scale great the longer the game lasts. Yeah the S- or M plasma on Line Cruisers are fine. Tinca12. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. They are extremely effective against shields but highly ineffective against armor. For that reason I typically don't even research plasma weapons until I need a tech draw re-roll. 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:. Now yes, it's Stellaris and we can just say "new meta - XL battleships with Carrier core and line computer ftw" and yes you can even design an artillery battleship that isn't awful (as long as you don't mix kinetic weapons with plasma due to the range differences) but when the best way to use a titan (which can't have a line computer) is to not. I basically googled what counters what, and I suggest you do the same. -Vassals donate fleet cap to you, they follow you into any war. So I should shift my focus to let's say 1 shield, a capacitor, then stick on as much armor I can, with plasma throwers and X-ray lasers(too early for. Paradox. All empires will have. 5x Fanatic Militarist; 1. Core components. Ships. This guide will be updated with every major stellaris patch being released. Try plasma/null beam, easy early techs that will scale great the longer the. shields) and have longer range than plasma at all sizes. The plasma does more to them than a laser because of the bonus to armor and. 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 you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. Store Mods Forum Launcher Mods Forum LauncherEnergy-eating plasma beings would be a bit redundant with that. Core components. This article is for the PC version of Stellaris only. Also if you have a system with 100% shield reduction as a chokepoint, then you want lots of armor and plasma throwers. Cruisers - distance 50 - plasma thrower on L cannon, and 2 of the M cannons with the other being a coil gun This a pretty decent ship design, although you really want to be transitioning towards Proton Launchers and Kinetic Batteries. This means that, on things where you can stack a bunch of bonuses, the marginal positive or negative modifier doesn't do as much as it implies. Ships. Ships. Weapon components. I seem to have a problem with battles, I am losing to 10k with 15k stacks with terrible wepaons tech (my lvl 5 kinetic battaries agaisnt lvl 1 plasma throwers for example). 136. Business, Economics, and Finance. 1. But their lower tracking makes them pretty weak against anything smaller. It offers either mutually exclusive paths, determined at random, or the Plight of the Beta-Universe situation, which the IDs for the events in the event chain are 9800, 9805, 9810,. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. 4 Lance 2. 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. Ship. R5: I made a simple overview of the flow of resources in the new economy. Ship. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. The last time I used anything other than what you described* was when I got the Null Void on my first colony. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Core 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. Any tips on what situation/role which weapon class wins out?As it says. thrower->uv, accelerator->x-ray, cannon->gamma. Cheats. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 47. 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. Real life navies don't just sail around with nothing but Aircraft Carriers afterall. 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. 6. Ship designer. 2 Particle Launcher 2. The three key techs are blue lasers, corvette build cost reduction and extra corvette hull. I equipped my corvettes with a null void beam, plasma thrower, and mining drone laser. Strange. Core components. All types of planets. plasma is better vs armor and hull. They destroyed the one fleet I have after about 70k (not included in the 300-400K) of the fleet went down. Stellaris. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. A direct example is the crystal entities or any of the no shield leviathans. Weapon components. Weapon components. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Invading an empire requires claims. 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. Day after day they trek to the laboratories and shake your nerds until new x-bones and iTouchKids fall out of their lab coats, never a quiet minute to work on something that melts face. Carrier Cruisers. I was wrong. Updated to 3. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. Ship. The plasma throwers will wipe any destroyers and cruisers if you’re using a combat computer and A slots that boost accuracy, while the strikecraft can handle corvettes. The green one is highest tier of plasma throwers. Plasma is an evolutionary dead end. Aesclepius713 • Machine Intelligence • 3 yr. I'd recommend leaving the Autocannons for the brawlers and dashers, and putting on Plasma Throwers for the heavy artillery. The red sensors with antimatter reactors and blue thrusters with level 3 hyperdrive. Stellaris Wiki Active Wikis. This is because the more shot you take the more chances to hit you get. 0 unless otherwise noted. 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. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Not as effective but still effective. Plasma is only useful if you have a way to increase its hit chance through aux fire controls and a line computer system, it's tracking's not great either. 例如:“异种保护区”(建筑)的特殊说明请在. 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). io, really simple chart making site. Core components. Legendary plasma guns start. 2 Anti-Hull 2. Power Usage: How much power the weapon wiAs it says. 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. I was curious because I noticed when I finally obtained the plasma cannon, there was no indication that I should upgrade the Patton cruisers I had. 类型:能量. Ship designer. 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. 6. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Kinetic Batteries the best L, Plasma and Autocannons the best M, Driver weapons, Plasma, and Mining Drone Lasers the best S. Oherwise your fleet will melt before even getting a chance to properly damage the enemy. For M, S and L slots separately. Ship. Strike craft hits small a lot of times. Playing on Insane level w/o ironmode. 0 by ramming identical corvette fleets at each other and I'm getting unexpected results. Ship designer. The rest of the Stellaris combat ships, and their advantages and disadvantages, are at the Battleship, Destroyer, Titan,. My current income is 400 energy and 900 minerals. 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. Uplifting them will give you +0. Lasers have lightspeed propagation and theoretically infinite range but are limited to direct fire only and require excessive energy levels. As it says. 3. 8. 3 "Battlestar" class battleships, Spinal mounted Tachyon lance, carrier core with lvl 3 fighters and guardian defense turrets, with small plasma cannons, and an artillery aft with a Neutron launcher Rest of the fleet are "Devastator" class battleships, Spinal Tacyhon mount with 4x Neutron launchers. Business, Economics, and Finance. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. These days plasma is more of a specialist weapon, can be very useful in combination with other weapons and circumstances but is hardly something you want to go all-in on to the exclusion of anything else. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Technology weight modifiers summary. As it says. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. Honestly, I don't even bother with mass drivers at all. Nice. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. 2. Corvettes are love. it's pretty easy to unlock their final tier by early midgame, since i don't waste engineering on researching new ship 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. This article is for the PC version of Stellaris only. Weapon components. Ships. this is even more pronounced for rare technologies. 8%. Fallen Empires are cool, but they can't tread water with an empire that controls 2000 star systems around the galactic core. 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 plasma launchers make great medium slot weapons to balance all the autocannons so you have two very powerful weapons that will rip shields, tear armor, and completely. Any tips on what situation/role which weapon class wins out?Community Hub. With energy weapons. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are. Also kinetics sucks now. The back slot is also a neutron launcher. If you look at equivalent tiers of the two you'll see that the cannons are 15% more DPS, but have 10-20-30 range instead of 20-30-40. So just get blue lasers and go. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. 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). 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. Subscribe to download. Half of the swarm has an autocanon while the rest has a plasma thrower. This holds true for all of the energy vs ballistic analogues. 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. 3 Arc Emitter 2. 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. Any tips on what situation/role which weapon class wins out?As it says. That way, you have significant bonuses against all three 'health bars' of a fleet. 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. 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. range and torpedoes (G) 5 cruises. i take these over the standard missiles/lasers/MA because they only have two upgrades. Core components. Jun 1, 2016 2 12. As it says. Your battleships are obviously going to be using neutron launchers/gigacannons, which require the gamma lasers as prerequisite research. 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. 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. All Discussions. 1. Compatible with Stellaris V3. UV Laser). 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. Missiles always hit and has higher range, Plasma ignores armor, which monsters has, thrusters increase your evasion, which makes Corvettes even harder to hit, and Shields. 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. Each fleet has:From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. FE/AE and the Contingency are the best examples for this. This mod is a work in progress and currently has 22 armies. Ships. Stellaris. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. 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. bigger and bigger mass throwers and making it less of a Rock Paper Scissors would enhance the game I feel. Weapon components. Imperium – Bolters (custom early-ish tech), Plasma Throwers, Level 3 and 4 Armor, Level 2 and 3 Missiles, Gene Seed Purification, Exoskeletons, Level 3 and 4 Shields, – Adding to a save game The factions are all traits, so you can add them as any other trait. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. 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. This article is for the PC version of Stellaris only. This page was last edited on 14 October 2017, at 11:48. 9 ‘Caelum’ Patch Notes, and Ask Us. 25 influence per month, as they are your protectorate. Phase-ready (Nap 2) Flinging plasma through walls is some fun jank, but again probably not worth the effort. Creating ships. Plasma. this is even more pronounced for rare technologies. As long as you bring anti-shield stuff too. Advanced afterburners for increased evasion, and max researched Impulse thrusters and. 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. Shields and anti-hull weapons. Ship designer. 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. It also has plasma weaponry: plasma throwers, accelerators and cannons. Ship designer. Weapon components. Expanded my empire trice bigger than the overlord. Plasma is better against all things except corvettes. Ships. Description Plasma weapons doing damage through shields when shields are low [2. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. 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. Genetically manipulated ultra warrior ( who is probably also a gene modded nerve stapled battle thrall ) so incapable. Core components. 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. A secondary question is whether I should replace the disruptors on my. But their lower tracking makes them pretty weak against anything smaller. This is the easiest way to use the guide in game, especially if you don't really plan ahead. Any tips on what situation/role which weapon class wins out?Nebula systems look amazing now! : r/Stellaris. 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:. I actually run pure Armor Carrier Battleships. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. e. 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. 9. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. 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. Neutronium armor and the crystal plating in A slot. 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. 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. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Ship. This article is for the PC version of Stellaris only. Weapon components. 6M Plasma Cruiser - proof. As it says. Those beats all anti-armor weapon in damage, and dps. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. It's good by itself, but doesn't lead to other more advanced weapons. To help with the bug, my game crash when a ships attacks with the plasma thrower. (In addition to torpedos and. No matter how many singular fleets I defeat, the systems that matter always maintain an enormous force which is impossible to defeat. Stellaris Wiki Active Wikis. ; About Stellaris Wiki; Mobile view Stellaris Wiki Active Wikis AoW: Planetfall Cities: Skylines Crusader Kings 3 Empire of Sin Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3 The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to. . 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). 对该项目的细节说明请添加至相关页面. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 报警机器人 于6年前 修改了 此页面。. Report. 小型等离子发射器 Small Plasma Thrower. Stellaris Real-time strategy Strategy video game Gaming comments. 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. but the way it works in stellaris is bogus. . Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Any tips on what situation/role which weapon class wins out?Description version 2. 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. Is null void beam good? General. 6 combat rebalance update. ago. That way, you have significant bonuses against all three 'health bars' of a fleet. The blue weapon is a tachyon lance, at the end of the laser tech tree. Shields is brutal), AND it has a shorter Range AND worse Tracking (and an extra 1000 in tech for Plasma Thrower 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. TheMoe Colonel. This guide is based on Stellaris 1. If your shields and armor can take it, good. This article is for the PC version of Stellaris only. 组件分类:武器组件. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. Report. Tier 0 is used for starting technologies. Stellaris. Description: Separate Plasma Cutter Mode (Left Click) and Flame Thrower Mode (Right Click). Do the normal path of laser research then plasma 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:. Ive found lasers are good on their own, however plasma is best paired with kinetic shield strippers. Add in some PD if the enemy uses missiles (but not. Try plasma/null beam, easy early techs that will scale great the longer the game lasts. Core components. 类型:即时. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Wish Stellaris had something comparable to the Grox. Ship designer. Shouldn't. Weapon components. Only issue with this is range but just planning your engagement based around a slightly shorter range engagement and it works decently. Content is available under Attribution-ShareAlike 3.