Stellaris plasma. Zorro Nov 15, 2017 @ 6:06pm. Stellaris plasma

 
 Zorro Nov 15, 2017 @ 6:06pmStellaris plasma  Plasma has -75% to shields and +100% armor and +50% hull

In Stellaris combat all ships are always firing but not all ships are always receiving fireAn einigen Stellen wird von Stellaris her nur eine Zahl vor dem Komma angezeigt, es wird aber mit Nachkommastellen gerechnet. Avoid missiles and torpedoes. Reply reply. Like plasma-missile, and not plasma-PD. Small matter disintegrators slightly edge out small plasma cannons. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. Shields- 1. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The issue is that Plasma is a dead-end tech that leads nowhere, while all the powerful late-game weapons require you to have researched Lasers as a prerequisite. I’ve been using plasma line so far and it seems to work decent. Then go torpedo and autocannons. Is null void beam good? General. 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. Well, Null Void Beam alone is a terrible idea. 0 (As Shown In. And at least it sounds plausible. 3) Zum größten Teil bei Punkt 1 erklärt worden. Are plasma cannons good Stellaris? Plasma LauncherEdit. Plasma and laser weapons have different characteristics. point defense is so horribly broken that even T1 breaks missiles. B. 4. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. First Contact. It's totally backwards to me. If you're going for Plasma Cannons, don't research Disruptors. Small plasma cannon- 6. In Stellaris "It depends" is very much the thing. 25 ③ Tachyon Lances 35->43. All Discussions Screenshots Artwork Broadcasts. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. #footer_privacy_policy | #. 14 Badges. Happiness adds to stability. - about 1/3 torpedo/missile cruisers. Presuming the Destroyer has Auxiliary Fire Control to deal with their accuracy problems and Picket computer to negate evasion, Kinetic Artillery is 87 DPS versus. 75Plasma does more raw damage, but is only 50% against hulls. After that change, plasma became the best weapon because of its bonus vs armor and hull. Stellaris > Workshop > Milk's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. 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. 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. 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. Even if you get the slot for free. 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. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". 7. The third fleet is all picket corvettes, with gauss and gamma lasers (or plasma/autocannons if you are swimming in research) and point defence. 3, no longer locked to ethics or civics every player. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. About Europe PMC; Preprints in Europe PMCI seem to see a big preference for Plasma over lasers in guides I've read. Best to standardise. 4. General Damage is best done bye Gauss Cannons. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. 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. This list only includes novel species or vanilla variants; you won't find portraits from other sci-fi universes (e. Physics research#Plasma Accelerators Tech. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. Sacrifice influence and a district slot to add specialist jobs. ; About Stellaris Wiki; Mobile viewNov 9, 2023Plasma is an evolutionary dead end. Plasma seems to miss alot for my taste. 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. PD is an excellent counter to many of their offensive capabilities. So,my fleet is at 50k fleet power,and most of it is batteships and cruisers with kinetic artillery and neutron launchers,1 titan for the buff with the same tech,some PD and Plasma destroyers and a lot of torpedos and autocannon corvettes,all at the highest tech. This is a mod sort of complimentary to either Kepler68's More Star classes, or Annatar's Real Space,. 417K subscribers in the Stellaris community. I recommend the Regular Version for medium to high-end PC's. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. 8%. I love cruisers! It's the first chassis with hangars and a lot of hull, but are about 25% FASTER than battleships. . Nulls were fired but plasma not. Get into the role playing of your people a little bit. The higher the stability the more production you get out of them. Neutron Sweeping: 48000: 5 Neutron Sweep colossus weapon Colossi; Completed the Colossus Project; Pacifist; Either: Spiritualist; If Utopia DLC: Mind over Matter Two autocannons and one plasma. Al has major fetish for point defence. 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. Full Disruptor fleets can be a thing, but the issue is raw DPS. 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),. I have 50 destroyers fitted with flak turrets and that is my fleet’s. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Easy, plasma. Stellaris. 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. ago. It's good by itself, but doesn't lead to other more advanced weapons. All empires will have. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. I actually ran some calculations in Excel after the 3. Any new planet. 6 that's still being established. 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. 2 I decided to stop this mod line. -new and updated graphics. u will see i already. Shields. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. For some reason it has 45-80 range, which is weird. Donating plasma. Stellaris Wiki Active Wikis. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development. 32, 5. How soon you can start shooting. Best. ParasiteX May 21, 2017 @ 2:55am. Jun 4, 2020. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. wolkenwand. The only new tradition that really shakes things up. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). corisai Apr. 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. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). Pharmacokinetic Analysis. See more Stellaris modding information at odingaming. 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. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). Stellaris. In combination with plasma cannons, it might be interesting, but by the looks of it, better to just ignore. Personally I get Missile Cruisers with Torpedo Corvettes and a line of anti-missile PP and Flak Destroyers from early-mid game. 62 dpd and see above MD actually have quite high base damage. 2 Proton Torpedos, one m-plasma and one m-laser. Particle Launchers are like giant plasma cannons - bigger, more damaging, slower-firing, ship-killer Energy weapons. Plasma bombardment should. 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. This build allows you to expand fairly fast in the early game to grab unclaimed systems rapidly and mid-to-late. Description. Another Stellaris crossover, this time with Halo. I seem to see a big preference for Plasma over lasers in guides I've read. Lasers are usefull to unlock Tachyon lancers. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. g. It is only visible to you. Thanks for any tips!Elcuern0 • 3 yr. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 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. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. And Engineering research seems more busy in general so weapons from blue tech also seems like a. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 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). normal AI empires will build LOTS of BB and if you dont have even more DDs and CVs your cruisers will get rekt. They are extremely effective against armor and very effective against hull, but highly. I seem to see a big preference for Plasma over lasers in guides I've read. ago. ; About Stellaris Wiki; Mobile viewThanks 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Their ships have no shields but a FUCK TON of armor and hull points. Evasion is useless as it has very high. + Ignores 100% Armor. At 40 repetitions you have increased the damage by 200%. 4 damage taking into account accuracy and evasion. I don’t know if it’s a mod conflict, or if RNG is just against me, but I’m neck-deep in repeatables, and it still won’t show up in the shuffle. This is only possible with the L-drakes. Where lithoids are basically rocks, plasmoids are basically stars, so one. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. Stellaris - Plasma accelerator. Energy req. I seem to see a big preference for Plasma over lasers in guides I've read. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. When it comes to AI you need plasma only until you get proton, and neutron launchers. After getting back into stellaris with the new dlc and not knowing the fship changes that well, I appreciate this, ty! Reply Aggravating-Sound690 Determined Exterminator •. About. 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. 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. Stellar Plasma - A Large energy weapon with a fast fire-rate that only deals 50% damage to Shields. Also, added bonus: plasma is easier to research as well. Star Wars, Warhammer 40K) here as I find they break immersion. 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. 6 composition, I advice : At first, on every engagement, I would lose 3-5 battleships, and the rest of the fleet was too damaged to forge ahead. that is a 325% difference in base DPS before adjusting for modifiers. Which is better depends on the 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. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. x "Caelum". 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Torpedo assault carrier is the most balanced ship design. What do I do?Stellaris Destroyer Uses. Plasma Weapons: + More base damage than disruptors, but less than a laser. 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. An example: A plasma cannon with 40% tracking against a corvette with 70% evasion means the corvette has 30% possibility to not get hit. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. stellaris plasma. Missiles fly faster, therefore, they are better at getting through point defence. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. A selection of high-quality animated and static species portraits. kan_ka • 1 yr. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. 54, 29. 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. 6. Autocannons will tear apart corvettes while kinetic batteries are battleship/station killers. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. There is no point to Proactive stance. It does better damage and penetration. First Contact. 6 is still in beta so the balance keeps changing. The accurancy percentage value on your weapon indicates the probability to hit. Defensively it has no armor or shields, just a ton of health. Lasers have a bit more tracking, but that really only applies to small weapons. 0 average damage and will hit 60% of the time, for 47. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. TheMoe Colonel. You go with a science ship to a system with the L-drake, it gives you a little project to tame it and when you have control over it, use it in some safe fights like starport sieging, thus leveling it up. These IDs are usually used with the research_technology tech ID command. This way my BS take out any enemy. Ship AI in stellaris is fairly smart. 9! Should still be compat with 3. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. Replace bureau office with research lab. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. numinos710 Fanatic Materialist • 3 yr. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. This lead to every ship that loses its shield immediately getting focus fired down. 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. More Unity, Energy, Worker Output, bonus to army damage. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). r/Stellaris: A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. ParasiteX May 21, 2017 @ 2:55am. If you want Autocannons, stop with the Missiles. I really enjoyed my artillery fests but that playstyle is ded now. The 6M plasma does exceptionally well against the escorts, but fails to defeat Battlecruisers. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. The standard and generally most powerful battleship build, which does well in every single scenario in a single player game of stellaris, is giga cannon + 4 proton launchers. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. mcsproot. Redirect page. 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. Plasma seems to miss alot for my taste. If I have a shield nullification system, I'll make special platforms that are full armor. Plasma has -75% to shields and +100% armor and +50% hull. I seem to see a big preference for Plasma over lasers in guides I've read. 99/day—nearly four times as much. They will do somewhat less damage vs 90% armor than plasma, but considerably more against shields, and will also penetrate regenerating shields. They have since "mostly" fixed this by making weapons have sticky targeting. Members Online •. Go. Here's a quick guide on what different weapons do in game. I just can't find a reason to build this ship type, yet AI insist on building lots of this useless thinginto my federation fleet. ago. It does better damage and penetration. However I found that between plasma and lasers, lasers outright deal more damage and the only reason for that I think is accuracy. 2. _Absolute_Maniac_ • 2 yr. ( 22 ); retention time was 3. You have to fight a FE and then research the debris to unlock the techs (Dark Matter Power & Shields). 16 DPS. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. Ships now get a limited number of. Thanks for any tips!138 votes, 59 comments. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less. r/Stellaris • Plasma Changes in 2. com. Plasma launchers launch balls of highly energized and destructive plasma. 85 ± 5. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Against shields only and armor only. Plasma is the weapon of choice in the anti armour role as it has the largest quantity of armour pen, allowing it to do more final damage then other weapons with more raw damage but worse armour pen. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. This page was last edited on 14 October 2017, at 10:55. I like them on corvettes before I get plasma cannons. 2 damage taking into account accuracy and evasion. Lasers: + Highest base damage compared to plasma and disruptors. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. u dont need look screenies i have added this morning in my profile/stellaris list, they concern first part of 7thGen ships i made in my last campaign (corvs, DDs & supports). A tech tree is fine for Civ but Stellaris is better without it. 8, 3. P. If you go disruptors and missiles though, a few carriers go along just fine. 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). 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Plasma torpedoes and energy projectors met their match in ion cannons and kinetic batteries, shields blaring and hulls melting, and millions of sailors and soldiers dying by the minute. Those beats all anti-armor weapon in damage, and dps. Also, the void cloud lightning is better. Jump to latest Follow Reply. It has higher armor penetration, which will lead to probably more damage. To make matters worse, the Plasma tech line is freaking expensive to tech into. Signature Weapons [3. 85 min and AUC was 111,259 AUFS · min − 1 (B) . enemy leans much more torwards battle ships and. Bring a corvette fleet with plasma/lasers. Obviously Plasma. As long as you bring anti-shield stuff too. This is a semi-unofficial update to NukaBoy's excellent Engineers of Life , uploaded with his permission. 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. #1. I seem to see a big preference for Plasma over lasers in guides I've read. If your shields and armor can take it, good. Honestly, I don't even bother with mass drivers at all. All that I did is fixing the particular mod that shouldn't become oblivion. The mean ± SD meloxicam recovery in nursehound plasma samples using this protocol was 92. Is one of them more potent than the other, or do they have their own. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. 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. To add on a little bit regarding variants: There is a niche (and very endgame) variant using Scourge missiles (which is a torpedo). 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. Still learning combat and I thought I had decent missile defense. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. 2. 7 and 3. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Anything explosive, don't bother this patch. 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. 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. Against shields only and armor only. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. Pharmacokinetic Analysis. Before 2. Point-Defense: your only anti-missile option before getting to Cruisers. Thanks for any tips!For 3. you should get a situation log notification for researching access to the galactic core. If you don't get the corvette upgrades but missile techs instead, you might as well research missiles. I seem to see a big preference for Plasma over lasers in guides I've read. you need plasma accelerators (or even plasma cannons? i think some of those dependencies were changed in 1. Especially if you're aiming for kill rate you'll need very specialized fleet. Rename your leaders after your buddies and enemies. Council scientist with: 1. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. ago. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. Updated to 3. So as long as you have enough of both types you won't have any problem. ; About Stellaris Wiki; Mobile viewThe problem is that it's a boast to some robots during a war dec, it could be called the T1 missile yield or the T2 missile yield if you stretched it. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. All the images are of ship designs the AI created with this mod. 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. 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 scourge relies very heavily on missiles and strike craft. So it will not make energy guns automatically. Al has major fetish for point defence. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. armor, so they to hull damage. In other words, 50% of the damage bypasses the shields completely and smacks the hull directly, ignoring 50% of the armor in the process as well. If you are lazy you can make an anti missle laser driver ship. Stellaris 50513 Bug Reports 31010 Suggestions 19178 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Zorro Nov 15, 2017 @ 6:06pm. 2 Patch Released. Also, I just unlocked destroyers. 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. This. When in doubt, monobuild rail. • 5 yr. Generally. 2. 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. 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.