stellaris plasma thrower. Stellaris Wiki Active Wikis. stellaris plasma thrower

 
Stellaris Wiki Active Wikisstellaris plasma thrower  I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon

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. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. That is why the plasma throwers aren’t showing up. So, I researched plasma throwers and disrupters. TheMoe Colonel. Half of the swarm has an autocanon while the rest has a plasma thrower. Plasma, rail and laser weapons can be combined, but don't go for a 33-33-33 or 50-50 split. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Your goal is to bring peace to the galaxy through a misguided lense of superior galactic benevolence. Ship. Railguns strip the shields while the plasma throwers melt through the armor and hull. Also kinetics sucks now. General Damage is best done bye Gauss Cannons. As it says. If you can get a P slot instead of an S slot, PD largely outperforms plasma at every tech level - even where plasma gets a slight edge, PD is still vastly preferable on the basis of getting a complete blowout against anyone using missiles. Ship designer. that's the first one. Shouldn't. Nerezza Recruit. If you only have lasers at least get something that is good vs shields. Maybe there is something I am missing, like certain tech paths that only open up after you research into certain Monster's techs, 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. 1. Weapon components. 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). This article is for the PC version of Stellaris only. If your shields and armor can take it, good. Getting traditions. Still learning combat and I thought I had decent missile defense. Armored Torpedoes and Plasma Thrusters as valid tier 3 options, which usually means only one needs to be researched before Star Fortress will show up. Generally some good designs are. This is the easiest way to use the guide in game, especially if you don't really plan ahead. Weapon components. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 物理学 ( Physics )是研究物质、能量的本质与性质,以及它们彼此之间相互作用的自然科学,是自然科学中最基础的学科之一。. You won't have time to get missiles because you need the engineering tech to get corvette build speed and +100 corvette hull. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B; 3 Stellaris Tech Id List – C to E; 4 Stellaris Tech Id List – F to I;Paradox. 2. I basically googled what counters what, and I suggest you do the same. Stellaris Wiki Active Wikis. They can expand, so block them off if you don't want them to. Make sure you have Gamma Lasers and Gauss, also research the lower tier weapons as they access some of the others. increases chance of technologies from given category. Add in some PD if the enemy uses missiles (but not flak) and you're good to go. These are also easily moddable via its file, see #Tiers . Like the human factions in some universes having nearly all ballistic weapons missiles and strike fighters and the aliens having plasma throwers. Damage per shot is important, because of the disengage mechanics. Ship. 1 Mining Laser 2. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. With all that said, Plasma is actually usable since it really is the only option in its niche. As it says. That just shows, that thise ship types are good. 3 Matter Disintegrator 2. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply. Ships. Lasers on the other hand are required to unlock Proton/Neutron Launchers and Particle/Tachyon Lances. 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. Strange. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 6. Damage per shot is important, because of the disengage mechanics. Ship. I'm not sure if more weapons are affected, but for sure that ones makes my game crash. Stellaris. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Propulsion Proponent Proclamation. #14. Enter the name of a technology to filter the entries in the table. Stellaris Wiki Active Wikis. this is even more pronounced for rare technologies. 415K subscribers in the Stellaris community. Lithoids went with imagining a couple different types of silicon lifeform and how that might tie into Stellaris, giving them biological traits based on crystal skin, gas exhaust, and explosive spoor. Stellaris. increases chance of technologies from given category. Strike craft hits small a lot of times. 6 What version do you use? Steam What expansions do you have installed? All of the above Do you have mods enabled? Yes Please. Plasma is better against all things except corvettes. Stellaris Wiki Active Wikis. 2. Because, I can't really decide if Ballistics, Lasers, or missiles are better than the other two. (In addition to torpedos and. Particle Lances: tech_energy_lance_1. 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. #2. 维护费:0. The kinetic weapons in Stellaris begin with the mass driver and progress through the coilgun, railgun, advanced railgun and finally the gauss. Use the "Table View" and "Card View" buttons to change the way the codes are displayed. Autocannons are good on corvettes. Go to Stellaris r/Stellaris. 96 days; Vanilla Autocannons (4x S only) are even worse, taking 112. 6. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. 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. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Lasers on the other hand are required to unlock. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. 2. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. This article is for the PC version of Stellaris only. Fallen Empires are cool, but they can't tread water with an empire that controls 2000 star systems around the galactic core. The green one is highest tier of plasma throwers. 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. Stellaris players discovered the Juggernaut as part of the Federations DLC. 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. So in my opinion the giga canon is really the way to go. . 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. It seems as though Plasma Cannons are intended to be the energy weapon complement to the Stormfire Autocannon: both weapons do additional hull damage (+50% for plasma, +25% for stormfire); both weapons do considerable damage damage to one kind of defense (+100% to armor for plasma and +50% to shields for stormfire) but only. The blue weapon is a tachyon lance, at the end of the laser tech tree. Ship designer. 0%. 2 "plasma accelerator average damage bug" Game Version version 2. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. 维护费:0. ; About Stellaris Wiki; Mobile view Stellaris Wiki Active Wikis AoW: Planetfall Cities: Skylines Crusader Kings 3 Empire of Sin Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3 The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Stellaris 2. For M, S and L slots separately. Tier 0 is used for starting technologies. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Plasma Throwers (2x M, 2x S) limp along to cut through the same defenses in 88. Stellaris Wiki Active Wikis. Has this replaced Giga Cannon and the rest half Kinetic Artillery and half Plasma Throwers? Must say, combat. List of resources. Weapon components. DragonOrion Galactic Contender • 7 yr. Stellaris Wiki Active Wikis. No name yet: fanatic militarist, egalitarian aquatics. Videogames, Guides, Cheats and Codes. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. So I am going to try again, aiming for feder. 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. Wish Stellaris had something comparable to the Grox. Ship designer. my default fleet in the middle game was: 3 battleships. Artillery Battleships. But their lower tracking makes them pretty weak against anything smaller. Against the balanced target, the PC is doing effectively 57% of the GL's damage (the 25% vs. 4. 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. and many corvettes (to fill in). range and torpedoes (G) 5 cruises. 2 they were the best. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. 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. 0 unless otherwise noted. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. Summoning events. Any tips on what situation/role which weapon class wins out?One factor being that Plasma is now the only energy weapon choice for L-slots which is as good as firing blanks. 1. It is a myth that everything between corvettes and battleships is useless. Weapon components. A searchable list of all technology codes from Stellaris. Best all purpose weapons are arguably kinetics. Their weapons focus on armor damage (lots of plasma weapons) so you should stack some more shields and since they also use focused arc emitters you. Content is available under Attribution-ShareAlike 3. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. They cannot claim systems or engage in. Those beats all anti-armor weapon in damage, and dps. Recent Reviews:As it says. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Today I took a look at the auto generated Patton design for the cruiser. 2. small plasma cannon + neutron torpedo destroyer 1:3 guardia PD + 1 plasma cannon + 1 phased distuptor cruiser 1:3 large plasma thrower + 1 phased distuptor BS 1: 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments416K subscribers in the Stellaris community. Ive found lasers are good on their own, however plasma is best paired with kinetic shield strippers. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Ship. You have two options. Ships. If you are lazy you can make an anti missle laser driver ship. ; About Stellaris Wiki; Mobile viewCarrier cruiser spam is exceptionally powerful mid-game if the enemy doesn’t have any screeners, I find. 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. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. They're basically first in, most likely to die, but should get shields down fast enough before they do so that my battleships will rip the enemy apart. These are also easily moddable via its file, see #Tiers . This Weapon MUST have a Flamer Barrel or it will no longer be a Plasma Thrower. 2. Like the human factions in some universes having nearly all ballistic weapons missiles and strike fighters and the aliens having plasma throwers. 报警机器人 于6年前 修改了 此页面。. 3 Arc Emitter 2. My current solution is corvette spamming with plasma throwers (green) and teir 3 point defense. Ships. Advanced afterburners for increased evasion, and max researched Impulse thrusters and. Is null void beam good? General. Depends on the enemy’s defenses. So if you. 3. My New Conclusions: Number 1: You might have underestimated power of neutron launchers to kill ships before they disengage; not a single kinetic battleship had disengaged in the first 20 tests when they won. Ship. 2. The green one is highest tier of plasma throwers. Plasma is an evolutionary dead end. Torpedoes are good for ignoring Shields, but creatures doesnt have any. 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. #1. 9! Should still be compat with 3. As it says. How do I survive. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 3 "Battlestar" class battleships, Spinal mounted Tachyon lance, carrier core with lvl 3 fighters and guardian defense turrets, with small plasma cannons, and an artillery aft with a Neutron launcher Rest of the fleet are "Devastator" class battleships, Spinal Tacyhon mount with 4x Neutron launchers. [which obviously isn't easy in most cases]Every guide recommends plasma weapons, but mass disintegrators are higher dps than plasma weapons, do bonus damage to both armor and shields, and… Coins 0 coinsSame thing applies to Plasma throwers, their pretty good at damaging heavily armored targets such as battleships. The Plasma then starts doing its work when your fleet may have. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. 1125 less vs hull. I equipped my corvettes with a null void beam, plasma thrower, and mining drone laser. 3. the second one says your SPA broke down and you need to spend 3k alloys to fix it or it stays unproductive for a while. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. Tier 0 is used for starting technologies. Core components. Below are some things to consider when trying to figure out how to build strike craft in stellaris. Nice. • 1 yr. 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. 1. Granting a lot chance for disengage. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Also plasma is better than laser. Core components. Neutronium armor and the crystal plating in A slot. Compatible with Stellaris V3. Stellaris. the Unbidden. Component: Medium Plasma Thrower Component: Small Plasma Thrower. Ship. 4. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Ship designer. While a Protectorate, their Overlord gets a slight bonus to Influence. Well if you have shield bypassing torpedoes and armour bypassing plasma throwers, your plasma throwers will still need to burn through their shields before they can actually do damage top their. This will slaughter entire fleets. Content is available under Attribution-ShareAlike 3. 0 by ramming identical corvette fleets at each other and I'm getting unexpected results. Stellaris. This article is for the PC version of Stellaris only. Any tips on what situation/role which weapon class wins out?This article is for the PC version of Stellaris only. 6. Ship designer. When would I use a laser instead of a plasma thrower? Right now I use lasers for smaller ships only because I like the way they look in combat. These guys would seemingly go as far as needed. Beat the Unbidden and be the story of century. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Neutron sweep. Ship. Description: Separate Plasma Cutter Mode (Left Click) and Flame Thrower Mode (Right Click). Same here. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. Business, Economics, and Finance. Carrier ai can increase that and thus can increase engagement range. io, really simple chart making site. As it says. 大型等离子发射器 Large Plasma Thrower. Weapon components. Ship designer. So you have to get them anyways. View this video if you want to lea. Devestator Torpedoes round off the roster, with +100% armor damage, and necessitating the enemy waste slots on. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. For mods: Paracausal (Sal 3) Not really worth the points, very few things can resist burn anyway. It was probably the toughest war I ever had to fend off defensively, but I never had one like it again. Same thing applies to Plasma throwers, their pretty good at damaging heavily armored targets such as battleships. 伤害:72-150. and many corvettes (to fill in). As it says. 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. Core components. full armor damage. 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. This page was last edited on 14 October 2017, at 11:48. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to. 类型:能量. Strike craft hits small a lot of times. 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. Ships. It has higher armor penetration, which will lead to probably more damage. Ignored by far more weapon types. 8%. 18 less) and 5. Expanded my empire trice bigger than the overlord. 类型:即时. 13 Badges. Two autocannons and one plasma. If your weapon can oneshot the enemy from 50% HEALTH, then they have 0 chance to disengage. 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. 1. Oherwise your fleet will melt before even getting a chance to properly damage the enemy. Only issue with this is range but just planning your engagement based around a slightly shorter range engagement and it works decently. Stellaris technology list and IDs cheat. 4 spudwalt • Voidborne • 1 yr. Missile Defense. Increase the maximum range of weapons by 100% or so. Yeah the S- or M plasma on Line Cruisers are fine. Ship. 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. #footer_privacy_policy | #footer. It only takes three Chemistry Flasks, three Globes, three Military Circuit Boards, and 22,050 bottle caps. Particles - Tier 4. 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. 2. Also plasma is better than laser. That way, you have significant bonuses against all three 'health bars' of a fleet. It has higher armor penetration, which will lead to probably more damage. Even at 100% armour pen it still reduces damage, so even plasma throwers dont totally mitigate armour. Shield Cons. this is even more pronounced for rare technologies. Weapon components. And at least it sounds plausible. Plasma is better against all things except corvettes. Missiles have it the worst (Countered by Flak and point defense) with the exception to the energy torpedos. 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. 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. 1 Disruptor 2. Ships. I. 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. Contents. Better Army Types. I equipped my corvettes with a null void beam, plasma thrower, and mining drone laser. 相关页面: 舰船组件. Any tips on what situation/role which weapon class wins out?you want to kill it in a star system that is the same color as the wraith, and talk to the trade enclave to pick up an extra 25% damage. Energy weapons tend to trade DPS for that armor pen. Stellaris. but plasma throwers/autocannons should be fine. 1 Energy Siphon 2. thrower->uv, accelerator->x-ray, cannon->gamma. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. Ship. I'd recommend leaving the Autocannons for the brawlers and dashers, and putting on Plasma Throwers for the heavy artillery. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. It's easier to to get high end shields (Dark matter) than Drake Armor and you can get Psionic shields in certain play throughs. The kiting of enemy fleets doesn't work unforntunately. 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. All empires will have. Ship designer. Each new adventure holds almost limitless possibilities. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. Ship. Core components. Plasma and Coilguns are early-game tech that's holding back this ship design. 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. mid range (G and / or H) 10 or 15 destroyers. The last time I used anything other than what you described* was when I got the Null Void on my first colony. . vs FM: win, 104. Ship. It is a simple one, corvette swarm with torpedoes. ParasiteX May 21, 2017 @ 2:55am. 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. 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. 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. 2. 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. ago Plasma has more exaggerated properties than lasers. Subscribe to download. As I said earlier, it doesn't even synergize well with the anti-shield options. So, looking over the weapon chart on the wiki, I'm under the assumption that the plasma weapons are a straight upgrade over the laser weapons. I use corvettes until battleships are available and by that point I either use Giga cannon with neutron launchers or tachyon. 3. This mod is a work in progress and currently has 22 armies. Well, Null Void Beam alone is a terrible idea. Let the little shits take away the shields, leaving your battleships to pound the rest into scrap. Plasma is an evolutionary dead end. Any tips on what situation/role which weapon class wins out?Paradox. And Large Plasma is no better. At that point, my fleet consisted of a whopping 5 destroyers and 10 corvettes. The red sensors with antimatter reactors and blue thrusters with level 3 hyperdrive. full evasion and quick damage ("assault ships") I was far beyond the limit if I could afford to lose resources for a while. #footer_privacy_policy | #footer. AI that prefers energy or kinetic weapons will favor M slots over S slots until it researches Autocannons or Plasma Throwers technology. Ships. 0 unless otherwise noted. 2. 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. 170. This article is for the PC version of Stellaris only. Stellaris Wiki Active Wikis. I use plasma on my corvette swarms. 35 av dmg, 85 range, 67%. It was a nice change of pace from the usual torpedo+autocannon corvettes until I unlocked battleships.