stellaris plasma thrower. 相关页面: 舰船组件. stellaris plasma thrower

 
相关页面: 舰船组件stellaris plasma thrower  They take up 0 slots and 0 points

4. AI that prefers explosive weapons will favor M slots over S slots if it has swarmers that are of the same tech tier or higer than its regular missiles. This will slaughter entire fleets. Any tips on what situation/role which weapon class wins out?This is a problem that most modifiers have in Stellaris; instead of each one multiplying the output of the previous one, they all get added together and then applied to the base value. They are extremely effective against shields but highly ineffective against armor. ParasiteX May 21, 2017 @ 2:55am. Missiles always hit and has higher range, Plasma ignores armor, which monsters has, thrusters increase your evasion, which makes Corvettes even harder to hit, and Shields. They weren't particularly fast, at least at T1, but they weren't slow, either. 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. This mod is a work in progress and currently has 22 armies. 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. These IDs are usually used with the research_technology tech ID command. 2 Anti-Hull 2. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. Weapon components. 7% based on my calcs) and still retain. This guide will be updated with every major stellaris patch being released. Stellaris > General Discussions > Topic Details. Paradox. Ship. Plasma weapons are good if you want to specialize a ship for a type of enemy, like something with no shields and heavy armor. Plasma Throwers. Against the balanced target, the PC is doing effectively 57% of the GL's damage (the 25% vs. Content is available under Attribution-ShareAlike 3. They're using 1. Two autocannons and one plasma. This article is for the PC version of Stellaris only. It does better damage and penetration. 1 Laser 2. Sprinkle some PD for defense and baby you got s. 报警机器人 于6年前 修改了 此页面。. 3 Arc Emitter 2. Mid-to-late-game I exclusively use mixed battleship fleets. With all that said, Plasma is actually usable since it really is the only option in its niche. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to. 6 (Ironman Version) Please consider using "turbo laser" star wars-like laser effect instead of a continous stream of energy. Now yes, it's Stellaris and we can just say "new meta - XL battleships with Carrier core and line computer ftw" and yes you can even design an artillery battleship that isn't awful (as long as you don't mix kinetic weapons with plasma due to the range differences) but when the best way to use a titan (which can't have a line computer) is to not. It was probably the toughest war I ever had to fend off defensively, but I never had one like it again. This article is for the PC version of Stellaris only. 3 and was established from the information provided in this meta-tech tree:. They're good late game vs ships >= cruisers but they're always good vs stations since they're 80% armour and hull. 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. Ship. • 1 yr. Ship designer. Your battleships are obviously going to be using neutron launchers/gigacannons, which require the gamma lasers as prerequisite research. In-game, a weapon has the following stats: Cost: How many resources the weapon requires in order to be built and operated. . 3. Full Disruptor fleets can be a thing, but the issue is raw DPS. the starting laser)Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. This page was last edited on 14 October 2017, at 11:48. 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. full evasion and quick damage ("assault ships") I was far beyond the limit if I could afford to lose resources for a while. . Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. #footer_privacy_policy | #footer. 4 Lance 2. Minimum range combined with firing arc is a horrible concept. i take these over the standard missiles/lasers/MA because they only have two upgrades. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. 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. Ships. shields) and have longer range than plasma at all sizes. 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. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. This article is for the PC version of Stellaris only. If you only have lasers at least get something that is good vs shields. Laser are good to an extent. 9 ‘Caelum’ Patch Notes, and Ask Us. Like the human factions in some universes having nearly all ballistic weapons missiles and strike fighters and the aliens having plasma throwers. As it says. Energy req. 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. But combined with plasma, neutron or lances it is a really useful weapon. 2. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way. 1225 points of average damage, but much worse vs shields (9. Getting traditions. 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. In terms of just increasing ship survivability, id do low hp shields with high regeneration and a lot of armor. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 25 influence per month, as they are your protectorate. I personally like to make separate fleets based on engagement range, as well, but I don't know how others view the strategy. for the wraith itself, i only had ~40k fleet strength but tier 5 techs and dommed on it. It's my default loadout for them, since in the early game it boosts fleet power enough that you can take on destroyers with a good sized swarm, and in the mid-game it's a useful loadout to deal with possible Grey Tempest. 科技/物理学科技. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. It only takes three Chemistry Flasks, three Globes, three Military Circuit Boards, and 22,050 bottle caps. Ship. Ship. Ship designs are all plasma throwers and neutron bombs. FE/AE and the Contingency are the best examples for this. Try plasma/null beam, easy early techs that will scale great the longer the game lasts. If your weapon can oneshot the enemy from 50% HEALTH, then they have 0 chance to disengage. As long as you bring anti-shield stuff too. 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. Real life navies don't just sail around with nothing but Aircraft Carriers afterall. R5: I made a simple overview of the flow of resources in the new economy. I actually run pure Armor Carrier Battleships. Has this replaced Giga Cannon and the rest half Kinetic Artillery and half Plasma Throwers? Must say, combat. (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. 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. This holds true for all of the energy vs ballistic analogues. The three key techs are blue lasers, corvette build cost reduction and extra corvette hull. 0 day cooldown. Use the "Table View" and "Card View" buttons to change the way the codes are displayed. Weapon components. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire:. 13 Badges. 伤害:12-25. -Vassals donate fleet cap to you, they follow you into any war. It is a myth that everything between corvettes and battleships is useless. They have the. Each of the next sections, except for the few last ones, are an overview. Weapon components. ago. Members Online •. the corvettes are pretty much there to swarm things keeping them engaged further from my harder hitting ships and to strip shields. 3. 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. These are also easily moddable via its file, see #Tiers . Stellaris Wiki Active Wikis. vs FX2: win, 105. Weapon components. 2. 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. The blue weapon is a tachyon lance, at the end of the laser tech tree. 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. Below are some things to consider when trying to figure out how to build strike craft in stellaris. Ship designer. How to craft: You can wake the dragon at a Weapon Plant with a dweller boasting a high-enough Strength stat. 4. Torpedo Corvettes. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. The reason I started this project was because I found lots of Stellaris content creators on YT giving the same advice: neutron launchers are king. I love mixed fleets because 1, the battles are much more interesting to watch and 2, if Stellaris was real, the smaller ship sizes would be used. All types of planets. Those beats all anti-armor weapon in damage, and dps. 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. Ship. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. I would generally avoid them except when you know your opponent does not have pd, and even then only against ai, as human opponents would quickly adopt of, and it. My current income is 400 energy and 900 minerals. Paradox. 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. Cost more. 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. My current solution is corvette spamming with plasma throwers (green) and teir 3 point defense. I think the main question is: is 2x autocannon 1x plasma better than just mass missiles on your corvettes? Because if it isn't, then the autocannons and plasma throwers are just wasted research. The three key techs are blue lasers, corvette build cost reduction and extra corvette hull. I found myself dropping laser weapons completely because I feel they confuse the battlefield a lot. Their fleet composition is 8/8/8/8 and mine was 0/2/8/81, does this. 相关页面: 舰船组件. Stellaris. Energy weapons tend to trade DPS for that armor pen. 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. 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. 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. And Large Plasma is no better. Ship. Plasma is better against all things except corvettes. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 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。. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. 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. Stellaris > General Discussions > Topic Details. If you look at equivalent tiers of the two you'll see that the cannons are 15% more DPS, but have 10-20-30 range instead of 20-30-40. Core components. If your weapon can oneshot the enemy from 50% HEALTH, then they have 0 chance to disengage. Core components. Weapon components. 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 is a myth that everything between corvettes and battleships is useless. Early-to-mid-game, cruisers with medium slot plasma and a hangar are OP. © Valve Corporation. Iirc, Spiritualist FE uses Arc Emitters, so shields wont help you much against the bigger ships. 8. 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. 50% or better evasion. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. How do I survive. 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. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Doctrine: Fluid Fleet Templates. Lasers are usefull to unlock Tachyon lancers. Still learning combat and I thought I had decent missile defense. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. But combined with plasma, neutron or lances it is a really useful weapon. Ship. 等离子发射器 (Plasma Throwers) 解锁:在鼠标浮层中查看. Stellaris Wiki Active Wikis. As long as you bring anti-shield stuff too. 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. The rest of the Stellaris combat ships, and their advantages and disadvantages, are at the Battleship, Destroyer, Titan,. They cannot claim systems or engage in. that's the first one. and many corvettes (to fill in). Their strengths are stronger (even more damage to armor/hull), but their weaknesses are. Weapon components. 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. Probably kill off Launchers because they're just Better Plasma, and that's boring, turn them back into G slot weapons that trade off lower damage for immunity to PD (once a PD balance has been settled on). Your goal is to bring peace to the galaxy through a misguided lense of superior galactic benevolence. I generally switch to plasma/ripper auto cannons on corvettes by late game. a laser and a plasma thrower, and the last slot in the back kinetic arty, the carrier battleship is kinda the same but with giga canon and strikecraft, the titan in my fleet has the -20% shild debuff, so i went a bit more for anti armor and hull. Plasma is better against all things except corvettes. Just combine the anchorages with spaceport buildings that improve defense or sensor range and defense platforms. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. increases chance of technologies from given category. Ship. Where lithoids are basically rocks, plasmoids are basically stars, so one. Weapon components. 2. Neutronium armor and the crystal plating in A slot. BIG THANKS to "Dzage" for lending some coding knowledge. Lasers have lightspeed propagation and theoretically infinite range but are limited to direct fire only and require excessive energy levels. 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. Advanced afterburners for increased evasion, and max researched Impulse thrusters and. 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. So I should shift my focus to let's say 1 shield, a capacitor, then stick on as much armor I can, with plasma throwers and X-ray lasers(too early for. Anything explosive, don't bother this patch. The best weapons are a combination of driver and lasers. I've only faced the unbidden, and they were easy compared to this. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. Stellaris > General Discussions > Topic Details. One early additional research station being worked = 20% more research. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. Stellaris. Stellaris Wiki Active Wikis. 组件分类:武器组件. The Plasma then starts doing its work when your fleet may have. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. The Nomads contacted me and offered 15 Cruisers with Arc Emitters and Plasma Throwers for 3,000 minerals and 1,500 energy credits. So if you. 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. Two autocannos and a plasma makes them quite good. Alle Rechte vorbehalten. Fighters get shot down, missle get intercepted, plasma and disrupters. Ship designer. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Ship. Weapon components. Alternative companion weapon components for vanilla weapons that deal damage to the opposite defense type (shield/armor). 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. Stellaris Wiki Active Wikis. 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. Any tips on what situation/role which weapon class wins out?As it says. Plasma has -75% to shields and +100% armor and +50% hull. 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. That is why the plasma throwers aren’t showing up. That just shows, that thise ship types are good. #2. Weapon components. That just shows, that thise ship types are good. LordIII3 First Lieutenant. That being said, they also use plasma cannons to counter armor. But their lower tracking makes them pretty weak against anything smaller. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply. With energy weapons. I equipped my corvettes with a null void beam, plasma thrower, and mining drone laser. Crystal shard throwers aren't obtainable anymore. Each fleet has:From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. Ships. These guys would seemingly go as far as needed. 类型:即时. The green one is highest tier of plasma throwers. 0 open-beta-2 (df65) What version do you use? Steam What expansions do you have. Al has major fetish for point defence. Because, I can't really decide if Ballistics, Lasers, or missiles are better than the other two. 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. Still learning combat and I thought I had decent missile defense. 6 What version do you use? Steam What expansions do you have installed? All of the above Do you have mods enabled? Yes Please. Countering missile fleets in the current game is about mixing PD in with enough of a counter to their defenses to cut their ships down as quickly as you can. 0 unless otherwise noted. the Unbidden. Technology weight modifiers summary. 415K subscribers in the Stellaris community. Plasma and Coilguns are early-game tech that's holding back this ship design. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. CryptoStellaris' primary energy weapons begin with the red laser and progress through blue, UV, Xray and finish on gamma. Plasma Throwers (2x M, 2x S) limp along to cut through the same defenses in 88. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. Any tips on what situation/role which weapon class wins out?A tag already exists with the provided branch name. Projectile weapons are generally the most effective in terms of scalability, versatility and damage-to-power ratio, particularly electromagnetically propelled railguns or coilguns. And costs the same amount of energy to equip. I tend to rush for autocannon/plasma thrower vets early game which do really really well but I could be having an easier time with missiles. I sworn to personally dismantle every damn bolt of the fucking rusters with my plasma thrower that day. my default fleet in the middle game was: 3 battleships. 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. This allows your construction ship to focus on mineral mining, and it allows you to get a research station up faster. This article is for the PC version of Stellaris only. Add in some PD if the enemy uses missiles (but not. 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. Half of the swarm has an autocanon while the rest has a plasma thrower. It is a simple one, corvette swarm with torpedoes. " Stellaris Mods Used: Extra Ship Components 3. Ship. Any tips on what situation/role which weapon class wins out?Stellaris 2. As it says. Stellaris. At that point, my fleet consisted of a whopping 5 destroyers and 10 corvettes. Weapon components. 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. 1. 1125 less vs hull. This article is for the PC version of Stellaris only. 5x Fanatic Militarist; 1. Ship. A friend and I started playing a multiplayer game of vanilla Stellaris, no DLC or mods, and everything was going fine until we went to war against an…Plasma throwers and Tachyon lances both pierce armor, but putting them both on the same ship largely negates the benefits of one over the other. Increase the maximum range of weapons by 100% or so. As it says. Based on information provided on the wiki, here is a summary of what affects the weight of technologies (the probability of drawing the card for a given tech): scientist expertise in certain category. autocannons and sometimes plasma throwers. 2. plasma is better vs armor and hull. Ships. 1 Mining Laser 2. Core components. 类型:即时. Avoid missiles and torpedoes. 6. Obviously Plasma. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. All rights reserved. The AI seems to really favor point defense too, which is a shame. Corvettes. Yeah the S- or M plasma on Line Cruisers are fine. 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. 18 less) and 5. mid range (G and / or H) 10 or 15 destroyers. The kiting of enemy fleets doesn't work unforntunately. in the end i think plasma may still be better overall but gammas are probably worth including in some respect. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. While the broad tactics and techniques of the Imperial Army have been examined it has not taken an in-depth look at the soldiers within it; this article examines the main body of forces that the Empire uses, the land forces For a quick summary HM Armed Forces are mainly comprised of tanks, mechs, artillery but most importantly, infantry. 1. If you're on the offensive, you don't have many options to prevent disengagement other than tweaking your ship setup, and hunting them down before they can repair. General Damage is best done bye Gauss Cannons. . 1 Anti-Armor 2. 2 Ancient Cavitation Collapser 2. 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. 7% based on my calcs) and still retain. 0 by ramming identical corvette fleets at each other and I'm getting unexpected results. 4 Lance 2. Fighters get shot down, missle get intercepted, plasma and disrupters. Recent Reviews:As it says. ago Plasma has more exaggerated properties than lasers. Ship. ; About Stellaris Wiki; Mobile viewAt the same time you can devellop a new medium ranged station using the rail guns, another one using the plasma thrower and so on. The back slot is also a neutron launcher. Stellaris Wiki Active Wikis. Weapon components. ago 'Slow' projectile attacks like plasma are still fully calculated the instant they fire; although the graphic takes time to make it to the target, the damage. Wish Stellaris had something comparable to the Grox. 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. Going for both options is reliable since both. Day after day they trek to the laboratories and shake your nerds until new x-bones and iTouchKids fall out of their lab coats, never a quiet minute to work on something that melts face. If your shields and armor can take it, good. The plasma throwers will wipe any destroyers and cruisers if you’re using a combat computer and A slots that boost accuracy, while the strikecraft can handle corvettes. 1 Disruptor 2. 170. g. Gamma Lasers: tech. Nerezza Recruit. For M, S and L slots separately.