Going for both options is reliable since both. 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. Weapon components. It was a nice change of pace from the usual torpedo+autocannon corvettes until I unlocked battleships. So I am going to try again, aiming for feder. 136. Best all purpose weapons are arguably kinetics. Based on Society technology, this weapon drains energy from enemy ships by adapting the Tiyanki method of siphoning energy from gaseous matter. 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. 2. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. mid range (G and / or H) 10 or 15 destroyers. Stellaris technology list and IDs cheat. 1. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. Nerezza Recruit. Each fleet has:From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. The plasma does more to them than a laser because of the bonus to armor and. Ship. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. 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. Missile weapons suck, energy weapons are ok, but mostly situational (you should only ever use plasma throwers vs armor and neutron torpedoes vs shields), and you really can't go wrong with kinetic. Ship designer. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 科技/物理学科技. That is why the plasma throwers aren’t showing up. 1. If you are lazy you can make an anti missle laser driver ship. This is the easiest way to use the guide in game, especially if you don't really plan ahead. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. N. 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. Easy, plasma. bigger and bigger mass throwers and making it less of a Rock Paper Scissors would enhance the game I feel. 0 by ramming identical corvette fleets at each other and I'm getting unexpected results. 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. Railguns strip the shields while the plasma throwers melt through the armor and hull. Shouldn't. Cost: 12000, Weight: 35. 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. . Anything explosive, don't bother this patch. Each fleet has: From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. So, after 600 hours of playing this game, I've finally gotten the Prethoryn Swarm as my crisis! This has been a long-time coming because of just how hard it is to get the Swarm. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. So design your own defence stations WITHOUT guns, but use lasers, plasma throwers, torpedos, missiles, hangars, point defence and flak instead. 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. Go to Stellaris r/Stellaris. Weapon components. Getting traditions. 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. Add in some PD if the enemy uses missiles (but not. The last time I used anything other than what you described* was when I got the Null Void on my first colony. I use plasma on my corvette swarms. The aim of this mod is to add this missing variety. 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. 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. Stellaris Real-time strategy Strategy video game Gaming comments. 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. Stellaris Wiki Active Wikis. vs FS: win, 133. plasma doesn't have a hard dependency, but the chance for plasma throwers to show up as a pick is twice as high when you have red lasers. Tachyon Lances: tech_energy_lance_2. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. 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. Neutron sweep. Zorro Nov 15, 2017 @ 6:06pm. Plasma seems to miss alot for my taste. 0 unless otherwise noted. 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 than the Laser line while still having an energy. I equipped my corvettes with a null void beam, plasma thrower, and mining drone laser. duelchaos. 9. 46 Badges. The best weapons are a combination of driver and lasers. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Their plasma projectiles are even deadlier. Core components. I used a fleet of mostly corvettes with Devastator Torpedos, lvl 3 plasma throwers, and lvl 3 disruptors. Make a few, then declare war. Two autocannons and a plasma weapon. ago. 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. Jun 1, 2016; Add bookmark #8. 2 Ancient Cavitation Collapser 2. ; About Stellaris Wiki; Mobile viewStellaris 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. BIG THANKS to "Dzage" for lending some coding knowledge. Granting a lot chance for disengage. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. < 科技 | SerGawen 于1年前 修改了 此页面。. 8. 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:. The kiting of enemy fleets doesn't work unforntunately. e. 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. 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. R5: I made a simple overview of the flow of resources in the new economy. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. To help with the bug, my game crash when a ships attacks with the plasma thrower. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. Cost more. This article is for the PC version of Stellaris only. 2. Any tips on what situation/role which weapon class wins out?As it says. 25 influence per month, as they are your protectorate. 2. 相关页面: 舰船组件. increases chance of technologies from given category. Same thing applies to Plasma throwers, their pretty good at damaging heavily armored targets such as battleships. 在《 群星 》中,一般情况下可以在 殖民 星球表面建造工程实验室或者. Business, Economics, and Finance. I just tested out accuracy in patch 1. Signature Weapons [3. This article is for the PC version of Stellaris only. Neutron Sweeping: 48000: 5 Neutron Sweep colossus weapon Colossi; Completed the Colossus Project; Pacifist; Either: Spiritualist; If Utopia DLC: Mind over Matter So far I've been looking at combining disruptors and plasma throwers-- would this be more effective than purely plasma throwers, despite the lower damage rating? And what should I equip with point defense and missiles/torpedoes? Ive found lasers are good on their own, however plasma is best paired with kinetic shield strippers. This holds true for all of the energy vs ballistic analogues. Plasma is better against all things except corvettes. Pvp is played mostly with destroyers and some cruisers. but plasma throwers/autocannons should be fine. Any tips on what situation/role which weapon class wins out?As it says. This page was last edited on 14 October 2017, at 11:48. Do the normal path of laser research then plasma research. Lance is ignored for, well, pretty much the same reason. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. Ships. 2 Anti-Hull 2. But combined with plasma, neutron or lances it is a really useful weapon. 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. Legendary plasma guns start. One early additional research station being worked = 20% more research. Any tips on what situation/role which weapon class wins out?Community Hub. Fighters get shot down, missle get intercepted, plasma and disrupters. I. Neutron/Proton Torps are okay but I still prefer 3 S on my Corvettes. Ive found lasers are good on their own, however plasma is best paired with kinetic shield strippers. What matters is numbers and timing. Core components. Where to Find/Location. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. 3 Penetrating 2. Ships. Plasma thrower is better against armour by tiny 0. 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. 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. Component: Medium Plasma Thrower Component: Small Plasma Thrower. I found myself dropping laser weapons completely because I feel they confuse the battlefield a lot. 类型:即时. 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. As it says. Ship combat computers now try to keep certain ships at certain. Paradox. Can fit into Small slots. Two autocannons and one plasma. Plasma Throwers (2x M, 2x S) limp along to cut through the same defenses in 88. Battle thrall slave bred specifically to die in combat. 415K subscribers in the Stellaris community. And Large Plasma is no better. 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. . Ships. and many corvettes (to fill in). Ship. 1 Mining Laser 2. Any tips on what situation/role which weapon class wins out?This article is for the PC version of Stellaris only. Ship. . 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 fleet has the -20% shild debuff, so i went a bit more for anti armor and hull. 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. 2. The Kinetic Battery is L slot only and basically a good sidegrade for Mass Drivers Gauss Cannon has 14. Ship designer. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. For that reason I typically don't even research plasma weapons until I need a tech draw re-roll. Weapon components. The Plasma thrower line is analogous to the Autocannon line. 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. Ships. 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). Core components. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Probably kill off Launchers because they're just Better Plasma, and that's boring, turn them back into G slot weapons that trade off lower damage for immunity to PD (once a PD balance has been settled on). plasma cannon is better but costs more power. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. Ship designer. It has higher armor penetration, which will lead to probably more damage. Ship designs are all plasma throwers and neutron bombs. This article is for the PC version of Stellaris only. If your weapon can oneshot the enemy from 50% HEALTH, then they have 0 chance to disengage. Core components. Making you pick a development path e. vs FX1: win, 89. 1 Laser 2. full evasion and quick damage ("assault ships") I was far beyond the limit if I could afford to lose resources for a while. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. As it says. Depends on the enemy’s defenses. 6. Military Theory (Tier 4) Cost: 6000, Weight: 45This article is for the PC version of Stellaris only. Also plasma is better than laser. puts it on the level of lvl 2 laser / kinetics, so you should compare it with that; And at that point. 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. shields) and have longer range than plasma at all sizes. autocannons and sometimes plasma throwers. *I prefer missiles and carriers vs. Minimum range combined with firing arc is a horrible concept. When it comes to AI you need plasma only until you get proton, and neutron launchers. Stellaris Wiki Active Wikis. The rest of the Stellaris combat ships, and their advantages and disadvantages, are at the Battleship, Destroyer, Titan,. 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. 18 days - but if you allow for an M. 47. 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. Alle Rechte vorbehalten. Generally some good designs are. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. 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. Content is available under Attribution-ShareAlike 3. Particle Lances: tech_energy_lance_1. 2. Against the balanced target, the PC is doing effectively 57% of the GL's damage (the 25% vs. Description: Separate Plasma Cutter Mode (Left Click) and Flame Thrower Mode (Right Click). 组件分类:武器组件. Gamma Lasers: tech. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. . Go to Stellaris r/Stellaris. Ships. Stellaris > General Discussions > Topic Details. As it says. Ship designer. Core components. Gubernator Sep 24 @ 2:11amHey, Stellaris Xbox One player here and recently I've been wanting to put a bullet in my head. 组件分类:武器组件. 1. Core components. 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. Ship designer. Below are some things to consider when trying to figure out how to build strike craft in stellaris. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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). This is a searchable and complete list of Stellaris technologies and their IDs. 1. Pvp is played mostly with destroyers and some cruisers. I'm not sure if more weapons are affected, but for sure that ones makes my game crash. This Weapon MUST have a Flamer Barrel or it will no longer be a Plasma Thrower. Energy weapons tend to trade DPS for that armor pen. #14. They weren't particularly fast, at least at T1, but they weren't slow, either. How do I survive. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. Weapon components. 花费:68. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. ago 'Slow' projectile attacks like plasma are still fully calculated the instant they fire; although the graphic takes time to make it to the target, the damage. 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. 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. Stellaris Wiki Active Wikis. 1 Energy Siphon 2. 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. Honestly, I don't even bother with mass drivers at all. Design doesn't matter early on. 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. 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:. Core components. Because of that, the Plasma thrower Can't be improved much more. Our mod implements a completely unique technology tree that has no analogs in stellaris. 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. 2. The kinetic weapons in Stellaris begin with the mass driver and progress through the coilgun, railgun, advanced railgun and finally the gauss. 2. Store Mods Forum Launcher Mods Forum LauncherPlasma Thrower Information . 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. Wish Stellaris had something comparable to the Grox. 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. Missile Defense. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. 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. Well, Null Void Beam alone is a terrible idea. 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:. 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. Half of the swarm has an autocanon while the rest has a plasma thrower. 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. Mega Cannon is the go to choice because it reaches the enemy before other weapons due to X-weapons larger range and kinetic is good against the shields. Store Mods Forum Launcher Mods Forum LauncherDroid manufactured for battle without any discernible emotion. As Stellaris has taken so many forms, there are a lot of guides for various things which can vary wildly based on the game version, so for someone looking info up, having something recent is great :)Lances and Focused Arc are the best XL. 0 unless otherwise noted. They're using 1. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Strike craft hits small a lot of times. Core components. This article is for the PC version of Stellaris only. 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. This page was last edited on 14 October 2017, at 11:48. ago. Ship. This article is for the PC version of Stellaris only. As it says. 能源消耗:-34. Sprinkle some PD for defense and baby you got s. 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 middle large sockets are usually 2 kinetic artillery, coupled with one neutron launcher. Feb 2 @ 1:28am Stations use terrible weapons. It's good by itself, but doesn't lead to other more advanced weapons. Against shields only and armor only. Weapon components. More information can be found in Stellaris Dev Diary #293. Stellaris Wiki Active Wikis. the corvettes are pretty much there to swarm things keeping them engaged further from my harder hitting ships and to strip shields. . Paradox. TheMoe Colonel. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Ship designer. 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. It showed medium plasma throwers installed even though I had researched plasma cannon, a much better weapon. The AI seems to really favor point defense too, which is a shame. Stellaris 50520 Bug Reports 31034 Suggestions 19183 Tech Support 2912 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Ships. 等离子发射器 (Plasma Throwers) 解锁:在鼠标浮层中查看. 维护费:0. I cannot afford this right now, and I don't know how to change it. Granting a lot chance for disengage. Interact with diverse alien races, discover strange new worlds with unexpected events and expand the reach of your empire. So im planning to kill the ether drake with a 40k fleet of ten battleships (plasma throwers and tayton lances) and 51 cruiser with plasma throwers, is that safe? Last edited by Azedeco ; Feb 21, 2017 @ 12:43pmPlasma throwers and kinetic artillery is very strong, for example. 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. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. this is even more pronounced for rare technologies. Stellaris Wiki Active Wikis. Jump to latest Follow Reply. Generally plasma is better in most cases. This article is for the PC version of Stellaris only. 类型:即时. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. So in my opinion the giga canon is really the way to go. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. and many corvettes (to fill in). Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. . I also only build one kind of research station on non-specialized planets and that is Physics. With energy weapons. Core components. For mods: Paracausal (Sal 3) Not really worth the points, very few things can resist burn anyway. They're using 1. That just shows, that thise ship types are good. the third one says stuff about a 'false vacuum' and you need to pick some dialog options that lowers your science stability and happiness. 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. While a Protectorate, their Overlord gets a slight bonus to Influence. It is a simple one, corvette swarm with torpedoes. How to craft: You can wake the dragon at a Weapon Plant with a dweller boasting a high-enough Strength stat. Right now, this is the ship to beat when it comes to kickass ship design. • 1 yr. This guide is based on Stellaris 1. Also kinetics sucks now. Stellaris. Ships. Business, Economics, and Finance. ago. As long as you bring anti-shield stuff too. I'd recommend leaving the Autocannons for the brawlers and dashers, and putting on Plasma Throwers for the heavy artillery. . All empires will have. Plasma is an evolutionary dead end. Store Mods Forum Launcher Mods Forum Launcherevery single time i build an SPA one of 3 event chains happens. It showed medium plasma throwers installed even though I had researched plasma cannon, a much better weapon. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Paradox. Crystalline Shards worth it? Thread starter Lamahorse; Start date May 10,. But combined with plasma, neutron or lances it is a really useful weapon. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. range and torpedoes (G) 5 cruises. 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. Weapon components. Core components. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to. #footer_privacy_policy | #footer. 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. Disruptors I mostly don't use unless. Ship designer. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 6 (Ironman Version) Please consider using "turbo laser" star wars-like laser effect instead of a continous stream of energy. 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. UV Laser). 维护费:0. This mod is a work in progress and currently has 22 armies. I generally switch to plasma/ripper auto cannons on corvettes by late game. The Plasma then starts doing its work when your fleet may have. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. 18 less) and 5. 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.