stellaris plasma. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. stellaris plasma

 
 I have 2 questions about this: 1) Lasers have higher DPS and accuracystellaris plasma  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

Hey everyone. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I seem to see a big preference for Plasma over lasers in guides I've read. Obviously Plasma. 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. 03 dmg/day, while the (also small) T3 stormfire autocannon does 19. I'm sure there. Against shields only and armor only. My first war got me a big head start in plasma accelerators when I still haven't gotten around to researching red lasers. Yeah basically the guide above. Combine Energy Torpedoes with plasma (Torpedoes on corvettes, plasma on cruisers) and kinetic artillery (destroyers) for the best effect. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development. Redirect page. 22 Badges. 9. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. Kaikki oikeudet pidätetään. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I recommend the Regular Version for medium to high-end PC's. vs FX2: win, 105. Usually a mix of plasma, disruptor, autocannons, missles and swarm missles. 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). Members Online •. And Large Plasma is no better. This. 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. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. If you go disruptors and missiles though, a few carriers go along just fine. 0? Business, Economics, and FinanceIn this video I take a long look at Cruiser design in Stellaris. 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. Stellaris Wiki Active Wikis. 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. 25-30K with plasma and armor piercing things (like torpedoes). This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. It's totally backwards to me. 1; Reactions: Reply. As it says. #2. . Build city districts to get more slots for more research labs. Avoid missiles and torpedoes. 26 for Stellaris 3. point defense is so horribly broken that even T1 breaks missiles. 3) Zum größten Teil bei Punkt 1 erklärt worden. 9. glee8e. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. Civics: Technocracy + functional architecture, get meritocracy when your 3rd civic slot opens up. I do the same general build as Azunai, 1 Kinetic Artillery, 3 Medium plasma and 1 Flak. 7 and 3. 1 of 2 Go to page. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Choose weapons that ignore or are more effective against the enemy’s ship design. Cruisers are great with anti armor duties, full Medium Plasma (lasers if you don't have it) still works really well on them, Missiles are also a good option for any ship if the enemy isn't using PD against you, even if they are, toss one Swarmer Missile on each Cruiser to draw PD fire for your Missiles or. 2 I decided to stop this mod line. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae) Description. For M, S and L slots separately. I don't see a lot of people getting creative with their battle groups, after all, it's a lot easier to just make all corvettes then all battleships, but there's tons of room to play, especially in single player. Against this plasma's are, frankly, a steaming pile of dung. Disruptors and the new L-size autocannon are a joke with 40 range on a battleship (shortest range ship computer only advances to 50 range). + Ignores 100% Armor. I like to try an make a battleship that has a long or medium range and have a. Thanks for any tips!138 votes, 59 comments. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. The Cutting Lasers you get from mining drones. stellaris plasma. Empires live and die by the strength of their fleet in Stellaris. Kinetic is not bad because its flexible, but when the enemy gets armour (like BBs) you really want some plasma. Updated to 3. They basically have half the range (or less) than most of the more common weapons. Defense is ALWAYS half shield, half armor. 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. 3. 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. Autocannons are good on corvettes. Those beats all anti-armor weapon in damage, and dps. Anti-shield is sprinkled in the rest of the fleet, so that's covered. Ship AI in stellaris is fairly smart. 1 8th December 2018. There is no point to Proactive stance. In the worst case scenario of Corvette vs Corvette, where the enemy corvette has 3 +Hull slots for maximum Disruptor Mitigation, 3 disruptors will still outperform the next best design: 1 autocannon +. For some reason it has 45-80 range, which is weird. - "Only" 50% AP, No Bonus vs. Another Stellaris crossover, this time with Halo. Thanks for any tips!I was attacking a 3,9K station with 10,3K fleet (46 Bs and 4 c's). In a game with as many dice rolls as Stellaris, it's far more useful to think of it as such. Loadinv save fixed it. Ships now get a limited number of disengagement opportunities. Range in Stellaris is only really relevant if you have enough alpha strike damage to cause casualties before your enemy gets to fire (or if your range is too short and your guns keep retargeting as ships wander around in battle, which is why Autocannons are hot. Star Wars, Warhammer 40K) here as I find they break immersion. I was wrong. Thanks for any tips!Europe PMC. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. Their ships have no shields but a FUCK TON of armor and hull points. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. This page was last edited on 14 October 2017, at 11:48. Hull- 9. Only draw back is the lower tracking and accuracy. 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 •. Al has major fetish for point defence. This is a searchable and complete list of Stellaris technologies and their IDs. Generally. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. 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. Put + tracking pieces in the auxiliary slots. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. Ultimately went Kinetic on Battleships and Plasma on cruisers. 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. 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. 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. Ive tried everything to find and remove the mod conflict but it seems like I cant do anything about it except. + Requirement for Particle (and Tachyon) Lances. 5 ③ Phase Disruptors 50->62. Sometimes I'll use lasers and mass drivers as well, depends on the run. Plasma is better against all things except corvettes. The general makeup of my mid-to-late game fleets is 1/3rd kinetic weapon ships, 1/3rd plasma ships, and 1/3rd Point Defense ships. Lasers are the one outlier here, as their schtick is the lack of a minimum range on the bigger slots, which makes for a rather nasty surprise for marauding corvettes and frigates. Plasma seems to miss alot for my taste. Thanks for any tips!For 3. Mobile view. The original author is Silfae, who created many outstanding portraits for Stellaris. Plasma Weapons: + More base damage than disruptors, but less than a laser. The best weapons are a combination of driver and lasers. plasma meanwhile has 5% of the effectiveness of. 70 dpd, -30% shield damage and 80% armor pen M MD: 6. 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. Reply. Go. 5 ③ Hyperspace Slipstreams 50->62. Steps to reproduce the issue. The happier the pops the higher the stability. Tailor to your enemy. you need plasma accelerators (or even plasma cannons? i think some of those dependencies were changed in 1. All Discussions. Rename your leaders after your buddies and enemies. r/Stellaris • How to counter corvettes spam and making ships useful. 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!I seem to see a big preference for Plasma over lasers in guides I've read. There's also a mod that allows you to research them all by giving the tech. 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. Apr 25, 2017 286 62. My Cruisers are a bunch of Large and Medium guns all in the anti-armor weapon type, usually Plasma. Like plasma-missile, and not plasma-PD. Energy weapons are good against armor but weak against shields. Well, Null Void Beam alone is a terrible idea. Disruptors only come in small/medium varieties, penetrate. Tech rush to your little heart's content. - Plasma Throwers - Proton Launchers - Space Torpedoes - Swarmer Missiles Other weapon technologies remain normal technologies. plasma is better against high armor. Also, added bonus: plasma is easier to research as well. Energy req. 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. 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 Discussions Screenshots Artwork Broadcasts. Description Plasma accelerator Game Version 2. Get into the role playing of your people a little bit. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Also, NH is a "purist" project, so you can't use weapons that are non canon, example, you can't put plasma on your Enterprise or phaser on Mogai, heck you can't even research debris! This move is to. Well, they do excel at two things, killing station defenses and lighter ships at a long range. Stellaris fleet getting destroyed. 对于一个星际帝国而言,科技水平无疑是衡量实力的最重要标准之一,直接决定了帝国能否在群雄争霸中脱颖而出。. Plasma: 2. Plasma seems to miss alot for my taste. Happiness adds to stability. Only by about . 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. This submod for Gigastructural Engineering adds new systems centered around collecting and using stellar plasma to manipulate stars to a much higher degree With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering. -Overhauled balance. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. 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. Tres Cantos 28760, Madrid, Spain) to blank S. I see in the internet that this is the easiest. 5. They're great against stationary targets such as starbases, or oversized targets like colossi, titans, etc. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. About Stellaris Wiki. I decided to compare 4 main types of weapon against each other on same ship designs. ). In this study, blood samples were collected from 94 clinically healthy Nursehound Shark (Scyliorhinus stellaris) maintained under human care. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Plasma is pretty much obsolete the moment you get Proton Launchers, which are only a T3 tech. This page was last edited on 14 October 2017, at 11:49. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. Incorporating secondary weapons such as lasers or. More information can be found in Stellaris Dev Diary #293. Consequently the best ships to use are corvettes with 2 shield slots and one health slot or destoryers with similar setups. -Better english localisations. Plasma Weapons: + More base damage than disruptors, but less than a laser. . Little backstory, my Empire is currently the largest in the universe and till 5 Minuten ago I had 150k in fleet power. ParasiteX May 21, 2017 @ 2:55am. 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. 28 Badges. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. - "Only" 50% AP, No Bonus vs. Signature Weapons [3. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. Lasers are usefull to unlock Tachyon lancers. I seem to see a big preference for Plasma over lasers in guides I've read. 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. Carrier cruisers are excellent when. Origin: void dwellers (excellent, but more micromanagement) or remnants (pretty good, but less micromanagement) Species traits: intelligent, natural engineers, rapid breeders, unruly, deviants. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. The best part?. 3 comments. This is a semi-unofficial update to NukaBoy's excellent Engineers of Life , uploaded with his permission. A Plasma Cannon has almost identical base damage, a longer. Where lithoids are basically rocks, plasmoids are basically stars, so one. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. It's even worse if multiple missiles are aiming for the same target. I had a friend in a federation with me (human friend), and our combined fleets' power doubled that of theirs. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor penetration. 85 ± 5. 10. I take you through every viable build currently in the game, why they work and the methodolg. 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. It scores high on versatility and reliability. The simple plasma accelerator is a weapon for all seasons in Stellaris. The only viable "missiles" are neutron torpedoes (personally I prefer gauss/stormfire for shield stripping as they can actually deal damage once shields are down) and devastators (amazing damage, but suffer all the drawbacks of missiles at a reduced fire rate). . 54, 29. Items (41) Subscribe to all. as you get close to armor cap it obviously favors plasma, but lasers contend for most armor values. Plasma Cannons can be obtained from at least 2 different anomalies, though they still need 50% research. 3, no longer locked to ethics or civics every player. 9 ‘Caelum’ is Out, What’s Next? r/Stellaris • 3. 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. Thanks for any tips!科技 ( Technology )是群星中的重要游戏概念。. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. Also, I just unlocked destroyers. Anything explosive, don't bother this patch. 6. 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. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. It has higher armor penetration, which will lead to probably more damage. Plasma has -75% to shields and +100% armor and +50% hull. 14 Badges. Report. Thanks for any tips!First, lets assume our target corvette is evasion capped at 90% (worse case scenario for us). You'll take heavy losses, but it will die, and much earlier than if you had a 30k+ fleet to fight it head on. For most empires, the new tradition system changes very little. Small stormfire autocannon- 19. ; About Stellaris Wiki; Mobile view The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Thanks for any tips!I seem to see a big preference for Plasma over lasers in guides I've read. g. Find your steam workshop folder for stellaris it's id is 281990, then go to folder 1121692237 (gigastructures mod folder). Obviously Plasma. r/Stellaris. This results in many weapon sounds being muted in heat fights. The usual choice for anti-hull is Autocannons (low range, high DPS) and Plasma Cannons (good range, low DPS). 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. Note : don't use plasma if you have a superior laser tech. From what I remember, it’s an event that appears in the situation log and required physics research to reveal the core and lanes. Hopefully they revert the change but I highly doubt it. I started with the Stellaris Wiki values for weapon cooldowns, accuracy, penetration, bonuses/penalties, and average damage per hit. Any new planet. Large Plasma is notoriously bad with that 45-80 range. Plasma was separated from the red cells by centrifugation (16000g) for 1 min. In Stellaris there is only ship design and fleet management. I have 2 questions about this: 1) Lasers have higher DPS and accuracy. 49 vs Warrior;. Yeah the S- or M plasma on Line Cruisers are fine. 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. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. Stellaris. 9, where plasma is slightly OP due to all weapons and armor working differently back then. ; 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. 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. Jump to latest Follow Reply. After that change, plasma became the best weapon because of its bonus vs armor and hull. 85 min and AUC was 111,259 AUFS · min − 1 (B) . All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine. I always opt for researching plasma whenever it appears. Stellaris. I think the game definitely starts to die off if you play it as a boardgame - kind of a min-max resource management excercise. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 3 eps + 880 eps per superconductor ring. 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. Studies determining baseline hematological reference intervals (RI) in elasmobranchs are very limited. com. stellaris plasma. Easy, plasma. ③ Plasma Cannons 50->62. Is null void beam good? General. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. ---Disclaimer: I DO NOT own "Animated Synthetics Portraits - Expanded". Energy Torpedoes do 200% damage on the shields, so your other weapons can melt the enemy away. 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 to be clinically healthy. 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. Cautious is the optimal policy. 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 page was last edited on 14 October 2017, at 10:55. Within a year after colonizing the planet in the system, an event. 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. Sep 27, 2016 505 563. They're missiles, strike craft and acid bursts that either shreds or ignores shields. Once plasma weapons become active, you can include them in your destroyer fleet to stand against any heavily armored ship. 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. It's good by itself, but doesn't lead to other more advanced weapons. 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. This list only includes novel species or vanilla variants; you won't find portraits from other sci-fi universes (e. Stellaris - Plasma accelerator. Not as effective but still effective. When in doubt, monobuild rail. Content is available under Attribution-ShareAlike 3. . Missile damage is inferior to Stormfire, Gauss, Plasma according to field tests. I seem to see a big preference for Plasma over lasers in guides I've read. 2. Original Mod Link: Animated Synthetics Portraits - Expanded (By Silfae)Description. It's good by itself, but doesn't lead to other more advanced weapons. Oherwise your fleet will melt before even getting a chance to properly damage the enemy. 0 (As Shown In. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Under the content folder you'll find megastructures, in that folder it'll have a file for each. Then go torpedo and autocannons. Replace commerce building with research lab. Plasma is only useful if you have a way to increase its hit chance through aux fire controls and a line computer system, it's tracking's not great either. 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. 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. Stellaris > General Discussions > Topic Details. 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. Advertisement. So why, then, does plasma do so much less damage than autocannon? The small T3 plasma cannon ends up averaging 5. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. 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. casual friendly. And at least it sounds plausible. Best to standardise. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The best weapons in the destroyer age are Disruptors and Autocannons/Plasma. Median (RI) in major leukocyte types were similar to other Carcharhinid sharks as. Small Psi Shields are still weaker than Small Dark Matter Reflectors in 2. ( 22 ); retention time was 3. ago. I am playing a civilisation with the correct Origin and all, and have sent both individual manned science ships out into the unknown ten times, and even tried sending ten at once into an area where I haven't been earlier. 30% after adding known concentrations of meloxicam (Sigma-Aldrich Química SA, Tres Cantos 28760, Madrid, Spain) to blank S. 6. Subscribe to download. That's a 1:1 ratio, which means (relatively speaking) defense. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. ago. - about 1/4 torpedo frigates (new ship class) - about 1/4 brawler type corvettes and destroyers. It's obviously based on the real-life fear/hysteria people had about the Large Hadron Collider potentially creating a black hole that would end the world. Using only plasma is weak configuration because plasma is armor weapon and has malus for shields, a ship must also have some shield weapons as well like. I set up specific counter loadouts for whatever Crisis.