Stellaris plasma. Kaikki tavaramerkit ovat omistajiensa omaisuutta Yhdysvalloissa ja kaikkialla maailmassa. Stellaris plasma

 
 Kaikki tavaramerkit ovat omistajiensa omaisuutta Yhdysvalloissa ja kaikkialla maailmassaStellaris plasma  I have 2 questions about this: 1) Lasers have higher DPS and accuracy

③ Plasma Cannons 50->62. needed and were stuck with insane research times like 40-60 months when all we. Lasers have a bit more tracking, but that really only applies to small weapons. 1; 2; Next. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Energy req. Mono-cruiser fleets are totally viable. Within a year after colonizing the planet in the system, an event. Obviously Plasma. 60 - Laser, Gauss, Plasma and Disruptor. 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. 396K subscribers in the Stellaris community. Is one of them more potent than the other, or do they have their own. -Better english localisations. 24 , 24. With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering, star lifters and fusion supressors) you can unlock a new megastructure that can be. 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. In 3. ago. Content is available under Attribution-ShareAlike 3. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. 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. 5 ③ Neutron Torpedoes 50->62. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". So in my opinion the giga canon is really the way to go. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae)Description. Description. 3) as prerequisite for arc emitters. Jump to latest Follow Reply. I really enjoyed my artillery fests but that playstyle is ded now. 50 - Missiles, they have long ranges. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. 9. PD is an excellent counter to many of their offensive capabilities. Which is why it's quite hilarious when your stellar accelerator actually does create a black hole and oopsies the solar systems' habitable worlds. First Contact. u will see i already. -new and updated graphics. I seem to see a big preference for Plasma over lasers in guides I've read. Stellaris > General Discussions > Topic Details. Go to Stellaris r/Stellaris. Thanks for any tips!Can someone help me figure out when to use each of these? Disruptors at least are a little different in that they decimate shields, so I'm assuming it's a good idea to have some if you're rocking energy weapons. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. A tech tree is fine for Civ but Stellaris is better without it. Put + tracking pieces in the auxiliary slots. ago. The only time plasma wins out over lasers. 4. Missile starting weapons (by the time you research battleships, you want to switch to kinetic and plasma though) Militaristic empire Warp drive Full tutorial on, when you start a new game. It does better damage and penetration. 3) Zum größten Teil bei Punkt 1 erklärt worden. ; About Stellaris Wiki; Mobile view 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. Happiness adds to stability. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Build city districts to get more slots for more research labs. They are extremely effective against armor and very effective against hull, but highly ineffective against shields. 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. Stellaris Mods Used: Extra Ship Components 3. 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. Plasma cannons are great for doing hull and armor damage but lack in dealing damage to shields. You also need a large amount of territory and planets to colonize; more planets means more pop growth means more jobs and more researchers. Stellaris Real-time strategy Strategy video game Gaming. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Especially when tied in with disruptors. Stellaris' semi-random tech system just makes far more sense than being able to plan your technological progress centuries into the future and gameplay wise it makes each games slightly different. Plasma Thrusters 8000: 3 Plasma Thruster Ion Thrusters Base: 81. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. 3 comments. Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. This guide will be updated with every major stellaris patch being released. Thanks for any tips!科技 ( Technology )是群星中的重要游戏概念。. 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. wolkenwand. Plasma is basically just better. Details: -PECs have been renamed to Plasma Mortars, to better fit Halo lore. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. But its slow rate of fire, as well as the lack of armor on smaller ships makes it a poor choice for fighting small vessels. I could not disagree more, tech trees are formulaic and make little logical sense. Ha! I dare. Plasma. only in theory. They basically have half the range (or less) than most of the more common weapons. 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. Best to standardise. Going for both options is reliable since both. Help against Holy Guardians. • 5 yr. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Replace bureau office with research lab. Are Plasma Cannons better than Lasers in 2. Anti-shield is sprinkled in the rest of the fleet, so that's covered. The best part?. Yes, LOGICALLY missile-armed ships need PD as only real threat they are have is other missiles/strike craft. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. 99. 1 of 2 Go to page. Minimum range combined with firing arc is a horrible concept. 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. Advertisement. 在游戏之中,总计有 460 个科技,但对于单次游戏进程而言,玩家几乎不可能同时掌握所有的科技。. 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. - Stellaris has rather limited maximum sound channel capacity. I always heard that if you put disruptors, you should only put disruptors. If you go disruptors and missiles though, a few carriers go along just fine. Depends on the enemy’s defenses. Shields- 1. When in doubt, monobuild rail. 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). Plasma hits harder, has greater range but is less accurate but damage is rendered when armament hits its target. 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 has higher armor penetration, which will lead to probably more damage. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. May 21, 2018 @ 2:49pm Missiles, Torpedoes, and Swarmers. They are extremely effective against armor and very effective against hull but highly ineffective against shields. Those beats all anti-armor weapon in damage, and dps. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. 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. Maybe I get the time to start a new line of this mod, may be not. So dump shields and grab your heaviest armor and plasma guns. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. Even if you get the slot for free. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. All Discussions. It behaves like a long range missile (90, slightly less than Marauder), but has exceptional damage along with bonus based on enemy size, 40% evasion (higher than the base PD tracking), 100% hull (which PD has no bonus against),. They're using 1. All Discussions Screenshots Artwork Broadcasts. 6. #9. 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. Against this plasma's are, frankly, a steaming pile of dung. Stellaris 50499 Bug Reports 30970 Suggestions 19167 Tech Support 2905 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Expansion Pass Six will be available November 21st!Plasma concentrations were measured using a validated high performance liquid chromatography method, and PK data was obtained using a non-compartmental analysis. Their plasma projectiles are even deadlier. 8%. 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. its seems like its just better to get things like Plasma Throwers and Space Torpedoes and not bother with the weird monster tech. - about 1/3 torpedo/missile cruisers. Items (41) Subscribe to all. So it will not make energy guns automatically. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. 3, no longer locked to ethics or civics every player. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Next Last. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. What I'm seeing is a technology that unlocks S-, M-, and L-slot Plasma weapons versus a technology that unlocks only S- and M-slot Disruptor weapons versus a technology that unlocks only S. Also kinetics sucks now. Lasers are usefull to unlock Tachyon lancers. . Their ships have no shields but a FUCK TON of armor and hull points. For some reason it has 45-80 range, which is weird. plasma meanwhile has 5% of the effectiveness of. SE Humanoid. Plasma Plasma are best used in small ships to fight larger ships when you don’t have enough/good enough large ship of you own. Fox McCloud First Lieutenant. 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. apf5 • 6 yr. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. The higher tier energy weapons have much greater range than the plasma weapons do, higher dps, and at least for the s/m/l slots the lasers have higher tracking and accuracy. com. ; About Stellaris Wiki; Mobile viewNov 9, 2023Plasma is an evolutionary dead end. 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. Replace commerce building with research lab. Plasma: For me, this is the jack of all trades weapon. 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. It looks like about 2. All you need is exotic gas to field them. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. 5 average damage and will hit 80% of the time, for 25. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. guess disintegrators aren't too bad, but they aren't really specialized and so aren't particularly good at anything. I seem to see a big preference for Plasma over lasers in guides I've read. Give me a reason to build cruisers. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. Plasma melts armor Torpedoes: one kind bypasses shields completely and is thought to be useful against fallen empires. #footer_privacy_policy. Missiles have few strengths and many weaknesses. Thanks for any tips!Stellaris Dev Diary #313 - 3. - Lowest Range. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Battle ships equipped with 3 small plasma accelerators and 1m 2s nulls. BigBangA1. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. 3 eps + 880 eps per superconductor ring. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. When in doubt, monobuild rail. It does better damage and penetration. What I'm seeing is a technology that unlocks S-, M-, and L-slot Plasma weapons versus a technology that unlocks only S- and M-slot Disruptor weapons versus a technology that unlocks only S-slot Autocannons. 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. There is very little benefit to aggressive policy and it's not worth attempting to capture an enemy science ship, but the AI loves to do it so you'd better take the protection offered by Cautious stance. Especially if you're aiming for kill rate you'll need very specialized fleet. Slightly. I seem to see a big preference for Plasma over lasers in guides I've read. Plasma has -75% to shields and +100% armor and +50% hull. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. 6 fleet composition. 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). nursehound shark (Scyliorhinus stellaris) plasma after processing using the methodology described by Montesinos et al. Missiles fly faster, therefore, they are better at getting through point defence. Accurancy is another check to suceed after the enemy doesn't evade your fire. puts it on the level of lvl 2 laser / kinetics , so you should compare it with that; And at that point the Null Void is extremely strong! Against this plasma's are, frankly, a steaming pile of dung. Dolores_Mugambe. Seems a pretty effective combination. tech_plasma_1 tech_plasma_2 tech_plasma_3 tech_arc_emitter_1 tech_arc_emitter_2 tech_disruptors_1 tech_disruptors_2 tech_disruptors_3 tech_energy_torpedoes_1. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. ParasiteX May 21, 2017 @ 2:55am. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. M plasma: 5. Description. Are lasers or plasma more effective with corvettes? (Obviously torp spam, but the secondary slot there is for a small weapon) torps nuke shields pretty good, and plasma seems to melt armor and health quite a bit. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Swarm lover Major. AC also have higher tracking and lower range. 1. Because of limited time in RL and major changes in stellaris 2. If you have feedback, please leave it in a comment below. Ive tried everything to find and remove the mod conflict but it seems like I cant do anything about it except. Thanks for any tips!They use direct energy: plasma, lasers, electricity, to damage the enemy ship. Autocannons are good on corvettes. corisai Apr. They penetrate shields and do massive damage to armor and hull. Before 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. 9. This page was last edited on 14 October 2017, at 10:55. Ships now get a limited number of disengagement opportunities. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Honestly, I don't even bother with mass drivers at all. r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. For most empires, the new tradition system changes very little. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. That's a 1:1 ratio, which means (relatively speaking) defense. Note : don't use plasma if you have a superior laser tech. Lasers: + Highest base damage compared to plasma and disruptors. 3. The top tier lasers and gauss cannons have better stats then plasma and autocannons, except firing speed. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. Laser are good to an extent. For that reason I typically don't even research plasma weapons until I need a tech draw re-roll. Thanks for any tips!First, lets assume our target corvette is evasion capped at 90% (worse case scenario for us). Finally, the focused arc emitter is very good, particularly because it never misses. I take you through every viable build currently in the game, why they work and the methodolg. The accurancy percentage value on your weapon indicates the probability to hit. 0 unless otherwise noted. S. I set up specific counter loadouts for whatever Crisis. Definitely. I know the beginning is short, but as the title says it's a. One blankets a wide area in searing plasma, while the other creates a persistent bubble of gravitational pain. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. 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). 0 unless otherwise noted. Jan 20, 2019. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). 3 eps. 2 Patch Released. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. About Stellaris Wiki. Lasers look way more cool in active battle. Updated to 3. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. + Requirement for Particle (and Tachyon) Lances. Start a 52 mineral/month Market trade, selling excess to keep energy up. 3 new edicts that make use of the new strategic resources. 2. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. 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. Stability is a sign of high or low pop production. This way my BS take out any enemy. Lasers have a bit more tracking, but that really only applies to small weapons. Which is better depends on the target. Get into the role playing of your people a little bit. The Cutting Lasers you get from mining drones. . Now I just have to re-train my Elite angerous brain to remember that in Stellaris energy is good vs hull, kinetic good vs shields. Detailed notes at the end of the description. 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. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. 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. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. New Quest Chain: Interdimensional Portal. Don't even think about medium and large, they're not worth it. As a fleet 3. 7. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. 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!Europe PMC. 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. 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. It's good by itself, but doesn't lead to other more advanced weapons. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). This page was last edited on 14 October 2017, at 11:49. This page was last edited on 14 October 2017, at 10:55. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Shields. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. 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. I cannot afford this right now, and I don't know how to change it. Flak seems to be the best point defense right now, and disruptors and plasma throwers are fine though shields are so weak some people even go as far as recommending plasma cannon only ships. ago. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. Hull- 9. plasma is better against high armor. The combination of torpedo and plasma make for adaptive corvette, but i always use also a full autocannon one as well. 00. 4 damage taking into account accuracy and evasion. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. Investigating it as a project got a copy of. Plasma launchers launch balls of highly energized and destructive plasma. 22 Badges. Sep 27, 2016 505 563. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. Disruptors and plasma chew through both shields and armour each respectively, so your best bet is out-ranging them with long-range weapons like missiles. 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. Description. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. 6 that's still being established. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. I seem to see a big preference for Plasma over lasers in guides I've read. As far as I know, Stellaris doesn't offer a way to have a mobile planet setup like that. It usually appears mid-game for me, don’t know the trigger. Mai 2016 um 6:42. Plasma, Particle Launchers, Torpedoes, etc. Compatible with Stellaris v2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. For your Corvettes keep the build the other person recommended, autocannons and plasma, until you unlock torpedoes. 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. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. While on paper more influence sounds nice, you only get. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. . Stellaris fleet getting destroyed. Anything explosive, don't bother this patch. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit.