stellaris plasma. Full Disruptor fleets can be a thing, but the issue is raw DPS. stellaris plasma

 
 Full Disruptor fleets can be a thing, but the issue is raw DPSstellaris plasma 85 ± 5

6 fleet composition. Plasma has -75% to shields and +100% armor and +50% hull. Take pops off your bureau building. + Ignores 100% Armor. 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. All of this means that mid and late game the top level laser weapons hit first, hit more types of ships, hit more often, and do more per hit than plasma weapons. Pragmatic Captain. For battleships I take the middle part with 2 Large, 2 middle Slots. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. This lead to every ship that loses its shield immediately getting focus fired down. Also, I just unlocked destroyers. BigBangA1. Defensively it has no armor or shields, just a ton of health. Remember that Stellaris doesn't really allow you to choose what techs to research. Did you ever just play it in super slow to watch the. They only have hull, and plasma is one of the few +hull damage weapons iirc. Ive tried everything to find and remove the mod conflict but it seems like I cant do anything about it except. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. Where lithoids are basically rocks, plasmoids are basically stars, so one. _Absolute_Maniac_ • 2 yr. 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) This submod for Gigastructural Engineering adds new systems centered around collecting. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. troyunrau • President • 7 yr. They're great for close-range ships like corvettes or cruisers, and one of their best functions is as an alpha strike against single targets. Quark-gluon plasma, found in quark stars. 54, 29. 7 and 3. Artillery computers and maximum range from admirals and doctrine, flak cannons to shoot down their strike craft and crystal. Help against Holy Guardians. Also kinetics sucks now. Like plasma-missile, and not plasma-PD. Hopefully they revert the change but I highly doubt it. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree. I have encountered a mod conflict in my recent game with the legacy version of Gigastructural Engineering,which leads to the Stellar Systemcraft never spawning upon completion of the megastructure. 3 eps + 880 eps per superconductor ring. 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. #footer_privacy_policy. Here's a quick guide on what different weapons do in game. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. 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. You also need a large amount of territory and planets to colonize; more planets means more pop growth means more jobs and more researchers. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. 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. r/Stellaris. The tracking bonus of Lasers also disappears once you get to the Large slot. 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. Before 2. Sort by: Open comment sort options. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. -New Weapon Tiers, all halo weapons follow a clear and defined progression. Ultimately went Kinetic on Battleships and Plasma on cruisers. 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. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. In this, the eleventh episode of my Let's Play Guide, I am going to start from the beginning; sharing strategies, tips and tricks to help improve your games!. It's a real either/or situation, but personally, stability. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Nulls were fired but plasma not. Especially when tied in with disruptors. Incorporating secondary weapons such as lasers or. And at least it sounds plausible. Jun 4, 2020. Still learning combat and I thought I had decent missile defense. Thanks for any tips!138 votes, 59 comments. Pharmacokinetic Analysis. The only new tradition that really shakes things up. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. 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. Stellaris > Workshop > Milk's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. Reply. 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. DLCs/version. Seems a pretty effective combination. Plasma seems to miss alot for my taste. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A direct example is the crystal entities or any of the no shield leviathans. Against shields only and armor only. 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. Automated Dreadnought question. stellaris plasma. It has higher armor penetration, which will lead to probably more damage. Replace bureau office with research lab. This page was last edited on 14 October 2017, at 10:55. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 15 vs Swarm, 9. Lasers deal less damage, lower range, more accurate but the damage is immediate if target vessel is in weapons. HALO WARS STELLARIS v1. 4 damage taking into account accuracy and evasion. How Stellaris' Orion Update Rebalances Space Combat. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. Tres Cantos 28760, Madrid, Spain) to blank S. The best weapons are a combination of driver and lasers. #9. Stellaris. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. I generally switch to plasma/ripper auto cannons on corvettes by late game. casual friendly. And Large Plasma is no better. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. ) 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. Mean peak plasma concentration (C max) and mean time to. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. You want anti-armor/anti-hull weapons. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The difference in tracking between the two lessens as size increases, to the point that there is no difference in tracking between large lasers and plasma. Plasma, Particle Launchers, Torpedoes, etc. #2. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. Thanks for any tips!Plasma thrusters also consume significant resources even while just idling: While charged, but not producing thrust the plasma thruster will use 913. Just small slots though, the medium lasers can't compete with plasma. RUMORS: New Imperial Guard Stratagems. Advertisement. Content is available under Attribution-ShareAlike 3. In Stellaris there is only ship design and fleet management. Are they better than lasers though, particularly with corvettes?. LATEST UPDATE. 5. Energy req. -Better english localisations. 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. 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. stellaris plasma. I totally understand that it was OP particularly in multiplayer games but I don't play multiplayer much and when I do we mostly never fight eachother so vassels aren't a big deal. May 21, 2018 @ 3:47pm They ignore shields and some of them even ignore armor. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. 0. Well, Null Void Beam alone is a terrible idea. I seem to see a big preference for Plasma over lasers in guides I've read. If 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. I always heard that if you put disruptors, you should only put disruptors. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. I pretty much always go for missles in the beginning in fact that is one of the first things I do when I start the game is refit all of my ships to missiles. General Damage is best done bye Gauss Cannons. Detailed notes at the end of the description. The Small Gamma Laser does 31. Bring a corvette fleet with plasma/lasers. ; 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. Space Amoeba: Cost: 2000 Society research +5%. All Discussions. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Lasers: + Highest base damage compared to plasma and disruptors. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 2. Also, added bonus: plasma is easier to research as well. Updated to 3. 5 ③ Phase Disruptors 50->62. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. 26 for Stellaris 3. In a game with as many dice rolls as Stellaris, it's far more useful to think of it as such. They penetrate shields and do massive damage to armor and hull. While on paper more influence sounds nice, you only get. Build city districts to get more slots for more research labs. Lasers are usefull to unlock Tachyon lancers. Also kinetics sucks now. 5 Whirlwinds would be neutralized given your previous numbers, which leaves the Cruiser with around 60 DPS. stellaris plasma. If your shields and armor can take it, good. 85 ± 5. 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. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. Stellaris fleet getting destroyed. Plasma bicarbonate concentration was calculated by application of the Henderson-Hasselbalch equation using values as a function of pH (Albers & Pleschka, 1967) and CO 2 solubility, (Pleschka & Wittenbrock, 1971) determined in plasma of Scyliorhinus stellaris. Description Plasma accelerator Game Version 2. plasma is better against high armor, which tends to be an issue late in the game (defeating fallen empires mostly). Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. Plasma bombardment should. Its one of the many reasons the combat in stellaris is the actual worst part of the game for me (Ever seen a CR90 swarm against an ISD? Yep ISD wins quiet easily by sheer number of guns. 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. Titans on the other hand have the T slot for the Perdition Beam (and other things if you have mods). I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. ago. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. The only time plasma wins out over lasers. Also you fire more missiles (higher rate of fire and more missiles per salvo) than torpedoes, which also helps them get past point defence. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). Compatible with Stellaris v2. com. 69 vs Carrier, 9. 3. I’m in a mid game phase right now where I want to take out a Holy Guardian empire before they awaken and before I start researching synthetic evolution. Shields- 1. ago. 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. 99/day—nearly four times as much. Are the Armor/Hull boosts of Plasma really enough to justify using them instead? 2) if so, when do you switch? Right now I'm at T4 lasers and T1 plasma, so the DPS differential is pretty extreme. Lasers: + Highest base damage compared to plasma and disruptors. 2. The best weapon vrs Armor is Plasma 3. I want some advice on how to turn these stupid junk into something of value. 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 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. Also, the void cloud lightning is better. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Fighters get shot down, missle get intercepted, plasma and disrupters. Minimum range combined with firing arc is a horrible concept. 5 average damage and will hit 80% of the time, for 25. 25 ③ Tachyon Lances 35->43. 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. Give me a reason to build cruisers. I decided to compare 4 main types of weapon against each other on same ship designs. + Requirement for Particle (and Tachyon) Lances. So even though Lasers are the inferior weapon, you're almost always better off going with them since they lead towards the techs you want for later and the performance difference with. 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. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. Have you ever seen a weapon fire but noticed it did not produce a laser beam, plasma ball, hit effect or muzzle flash? That is because Stellaris has a maximum cap for "allowed visible weapon particles". Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. For M, S and L slots separately. While on paper more influence sounds nice, you only get. Only draw back is the lower tracking and accuracy. Title. Stellaris. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Stellaris Real-time strategy Strategy video game Gaming. For most empires, the new tradition system changes very little. Mining drone lasers do 75% against hulls, but have slightly less accuracy and damage. Is null void beam good? General. 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. 3) as prerequisite for arc emitters. Oherwise your fleet will melt before even getting a chance to properly damage the enemy. Stability is a sign of high or low pop production. 2. Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. 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. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. Stellaris technology list and IDs cheat. 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. Fill empty building slots with research labs. I recommend the Regular Version for medium to high-end PC's. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). #2. lasers are at least 80% as strong for up to 65% for small, 70% for medium, and for large they never go below 90% the strength of large. Secondly, I've researched basically everything there is to research and I feel like there's still a fair bit of tech that I'm missing or unable to research if I remember correctly; I still haven't gotten the option to research plasma throwers or disruptors for instance, can't research armor repair bots, can't build dreadnoughts either (maybe. Jump to latest Follow Reply. Once plasma weapons become active, you can include them in your destroyer fleet to stand against any heavily armored ship. In general energy and kinetic weaponry is the backbone of your loadout: The majority of your weapon slots will be these, and the big choices here are about balancing their ratio. Dolores_Mugambe. 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's good by itself, but doesn't lead to other more advanced weapons. ; About Stellaris Wiki; Mobile viewNov 9, 2023Plasma is an evolutionary dead end. Members Online •. From what I remember, it’s an event that appears in the situation log and required physics research to reveal the core and lanes. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Two autocannos and a plasma makes them quite good. Swarm lover Major. 9. Baldrik3505 Corporal. They will do somewhat less damage vs 90% armor than plasma, but considerably more against shields, and will also penetrate regenerating shields. 10. Don't even think about medium and large, they're not worth it. That said, I do mix PD+kinetic corvettes into laser/plasma ones at 1:3 ratio on the off-chance I run into AI personality that spams missile corvettes - that can. 9, where plasma is slightly OP due to all weapons and armor working differently back then. I seem to see a big preference for Plasma over lasers in guides I've read. © Valve Corporation. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Thanks for any tips!Get ready to blast into new depths of the galaxy with the newest expansion pass for Stellaris: Console Edition! Expansion Pass Four includes: Federations: The pen is mightier than the plasma launcher in this expansion that focuses on the galactic community and its internal politics with expanded capabilities for federations and the establishment. that is a 325% difference in base DPS before adjusting for modifiers. Any new planet. The mod’s main feature is introducing several new body types for each humanoid group, but it goes further. But combined with plasma, neutron or lances it is a really useful weapon. PD is an excellent counter to many of their offensive capabilities. Autocannons are good on corvettes. . Are plasma cannons good Stellaris? Plasma LauncherEdit. [deleted]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). At maximum thrust the plasma thruster will use 913. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Use it to very quickly take down shields, then everything else rails the target with plasma and tachyon lances. Empires live and die by the strength of their fleet in Stellaris. Becoming a plasma donor can make a lifesaving difference to patients across Canada who depend on plasma transfusions or medicines made from donated. Apr 15, 2018 @ 9:08am In mass effect the human ship are cool looking instead of functional, and they also just entering space age. 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. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. Plasma: For me, this is the jack of all trades weapon. 1x Tachyon/4x Large Plasma lost every fight, killing an average of 17 Swarmers, 6 Warriors, and 12 Queens. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. ). 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). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Definitely. I’m still not exactly sure what types of fleet components I should be using though: they use ships with strike craft, whirlwind missiles. Specialise in science, or production, and shape your living planet forever. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. TheMoe Colonel. Dark Matter techs are only unlocked from Fallen Empire debris. Beelining is following a dedicated research path in order to unlock a powerful technology. They are extremely effective against armor and very effective against hull, but highly. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 25-30K with plasma and armor piercing things (like torpedoes). 6. 2 Patch Released. I always opt for researching plasma whenever it appears. Plasma is an evolutionary dead end. I'm sure there. Dec 8, 2018 337 1. r/Stellaris • Plasma Changes in 2. 1x Emitter/4x Large Plasma won every fight, losing an average of 92 out of 160 ships. Gigastructural ship IDs. PD is an excellent counter to many of their offensive capabilities. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I like them on corvettes before I get plasma cannons. 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. 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. 0? Business, Economics, and FinanceIn this video I take a long look at Cruiser design in Stellaris. P. Once I get plasma cannons I put a mix of rail guns and plasma cannons on my corvettes, and. This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. For M, S and L slots separately. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. • 5 yr. Report. nursehound shark (Scyliorhinus stellaris) plasma after processing using the methodology described by Montesinos et al. Only draw back is the lower tracking and accuracy. Plasma: a slightly stronger laser that's just too expensive to tech into given that it goes obsolete shortly after it becomes available. Ship AI in stellaris is fairly smart. This page was last edited on 14 October 2017, at 10:55. 2 they were the best. 25 Modifiers. A tech tree is fine for Civ but Stellaris is better without it. Plasma has more exaggerated properties than lasers. 1; Reactions: Reply. I set up specific counter loadouts for whatever Crisis. Sep 27, 2016 505 563. If I have a shield nullification system, I'll make special platforms that are full armor. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Meanwhile, disintegrators are still a big pain in the ass, because they don't have +shield damage, they have +shield penetration. I decided to fire up Stellaris today and play a game after quite a few months waiting for expansions to come out, but I'm having some trouble. 3/2. For Stellaris version 3. 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. Against this plasma's are, frankly, a steaming pile of dung. Build a bastion in the system, and spam defense platforms with plasma or lasers. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Steps to reproduce the issue. 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. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. Traits: Traditional, Strong, Ingenious, Sedentary, Wasteful. x "Caelum". removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. Jan 20, 2019. Version 1. Plasma samples were analyzed using. Note : don't use plasma if you have a superior laser tech. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. I could not disagree more, tech trees are formulaic and make little logical sense. 0 unless otherwise noted. That's a 1:1 ratio, which means (relatively speaking) defense. Offensively: Plasma launchers, mining lasers, or lasers - Crystalline Entities have resilient and regenerating hulls, but no shields or armor; Unique salvage: Crystal-Infused Plating from ships, Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game. 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. But combined with plasma, neutron or lances it is a really useful weapon. Updated to 3. Received widsom is yes, you should take Mass Drivers or Lasers. Without rating this mod it's much harder for others to find it. ago. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit.