Stellaris plasma thrower. Usually once you get tier two plasma, and special resource you should put laser research on the backburner. Stellaris plasma thrower

 
 Usually once you get tier two plasma, and special resource you should put laser research on the backburnerStellaris plasma thrower  Best all purpose weapons are arguably kinetics

LordIII3 First Lieutenant. FE/AE and the Contingency are the best examples for this. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…How to get an independence from your overlord. Ship designer. AI that prefers energy or kinetic weapons will favor M slots over S slots until it researches Autocannons or Plasma Throwers technology. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 3 Matter Disintegrator 2. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. Stellaris > General Discussions > Topic Details. 小型等离子发射器 Small Plasma Thrower. 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. Ships. The best weapon vrs Armor is Plasma 3. If we're talking max tier lasers and plasma (T5 lasers T3 plasma), the in RAW dps, plasma is superior both in damage and in hull/armor bonuses. Stellaris Wiki Active Wikis. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Stellaris fleet getting destroyed. 2 Particle Launcher 2. As it says. 3. 2 Ancient Cavitation Collapser 2. 2. " Stellaris Mods Used: Extra Ship Components 3. This is the Ironman version of ASB (Amazing Space Battles) meaning it is fully achievement compatible. 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). Technology weight modifiers summary. Weapon components. As it says. Plasma Throwers: The anti-armor counterpart to the energy syphone, plasma weapons due increased damage to both armor and hulls, meaning the enemy will have fewer chances for ships to retreat. Compatible with Stellaris V3. Design doesn't matter early on. Weapon components. 3 Arc Emitter 2. vs FX1: win, 89. Ships. 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. 1125 less vs hull. It offers either mutually exclusive paths, determined at random, or the Plight of the Beta-Universe situation, which the IDs for the events in the event chain are 9800, 9805, 9810,. 0 unless otherwise noted. Noble. Tachyon Lances: tech_energy_lance_2. Ship. It's good by itself, but doesn't lead to other more advanced weapons. 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. Plasma thrower is better against armour by tiny 0. The middle large sockets are usually 2 kinetic artillery, coupled with one neutron launcher. Avoid missiles and torpedoes. 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. 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. Ship designer. shields) and have longer range than plasma at all sizes. Like the human factions in some universes having nearly all ballistic weapons missiles and strike fighters and the aliens having plasma throwers. Ship designer. Stellaris > General Discussions > Topic Details. Weapon components. 6][b0ad] Game Version 2. It is a myth that everything between corvettes and battleships is useless. They destroyed the one fleet I have after about 70k (not included in the 300-400K) of the fleet went down. Any tips on what situation/role which weapon class wins out?A tag already exists with the provided branch name. Gubernator Sep 24 @ 2:11amHey, Stellaris Xbox One player here and recently I've been wanting to put a bullet in my head. In a straight up fight the only time it is cost effective is when your fighting ships that equip pure armor build, and you don't have lasers (because lasers do more dps). 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. plasma doesn't have a hard dependency, but the chance for plasma throwers to show up as a pick is twice as high when you have red lasers. 类型:能量. DragonOrion Galactic Contender • 7 yr. Ship. 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. All empires will have. You won't have time to get missiles because you need the engineering tech to get corvette build speed and +100 corvette hull. Pvp is played mostly with destroyers and some cruisers. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. This article is for the PC version of Stellaris only. But combined with plasma, neutron or lances it is a really useful weapon. Strange. Interact with diverse alien races, discover strange new worlds with unexpected events and expand the reach of your empire. Carrier Cruisers. Ship. Core components. Stellaris Wiki Active Wikis. Subscribe to download. It's good by itself, but doesn't lead to other more advanced weapons. Most important question is what was the loadout on the enemy Corvettes. Stellaris Wiki Active Wikis. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. . I generally switch to plasma/ripper auto cannons on corvettes by late game. Stellaris. This page was last edited on 14 October 2017, at 11:48. I found myself dropping laser weapons completely because I feel they confuse the battlefield a lot. Cost: 12000, Weight: 35. Easy, plasma. Shields is brutal), AND it has a shorter Range AND worse Tracking (and an extra 1000 in tech for Plasma Thrower vs. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply. enemy leans much more torwards battle ships and. 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. The thing is the plasma throwers rate of fire has a huge hidden effect on your dps. Weapon components. There is so much of it, and the only weapons with over +50% vs armor are Plasma Throwers (which have really significant downsides, like -75% Shield damage and lower overall damage, low accuracy and tracking, and a high power cost) and the Tachyon Lance (an X-slot weapon). Their fleet composition is 8/8/8/8 and mine was 0/2/8/81, does this. It has extremely high hull and point-defenses,. Today I took a look at the auto generated Patton design for the cruiser. 1. In addition, the guide will also feature loadouts that are tailored specifically for dealing with the End-game Crisis events. 1 Laser 2. All codes for the game: The main list. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Ship designer. it's pretty easy to unlock their final tier by early midgame, since i don't waste engineering on researching new ship types). Only draw back is the lower tracking and accuracy. I was curious because I noticed when I finally obtained the plasma cannon, there was no indication that I should upgrade the Patton cruisers I had. Missiles have it the worst (Countered by Flak and point defense) with the exception to the energy torpedos. As it says. If you don’t have yet the neutron launchers plasma it’s a good alternative, as far as metà ship design go, you are gonna want some battleships with X tachyon lance, and the rest of L weapons neutrons You might wanna put in your fleet a few carrier battleships too (useful against swarm fleets and for survivability) with X slot tachyon lance, carrier core, and finally an L slot where to put. ago. 0 unless otherwise noted. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to. • 1 yr. As I said earlier, it doesn't even synergize well with the anti-shield options. mid range (G and / or H) 10 or 15 destroyers. Stellaris Wiki Active Wikis. How do I survive. Still the Overlord superior advance overwhelming resource. One of my favorite Stellaris events so far was when I put my chokepoint in a pulsar system -- all shields nullified -- and created platforms that target armor/hull. 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. 7 and 3. shields) and have longer range than plasma at all sizes. Strike craft hits small a lot of times. Ship. The plasma launchers make great medium slot weapons to balance all the autocannons so you have two very powerful weapons that will rip shields, tear armor, and completely. And costs the same amount of energy to equip. How soon you can start shooting. 1125 less vs hull. 2. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. They have the. 1 Energy Siphon 2. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. You can use them as a buffer state between you and your rivals, they can't hurt them at all. Core components. So just get blue lasers and go. If you are lazy you can make an anti missle laser driver ship. 25x Militarist;Stellaris Wiki Active Wikis. Weapon components. Ship designs are all plasma throwers and neutron bombs. BIG THANKS to "Dzage" for lending some coding knowledge. Plasma is an evolutionary dead end. This article is for the PC version of Stellaris only. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. I exchanged some plasma throwers for point defence and strike crafts, which seemed to increase the longevity of my fleet. the Unbidden. Weapon components. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. *I prefer missiles and carriers vs. Doctrine: Fluid Fleet Templates. 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. 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. Weapon components. New components, technologies, resources and much more! This. Stellaris Wiki Active Wikis. Report. Any tips on what situation/role which weapon class wins out?Description version 2. Core components. As long as you bring anti-shield stuff too. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. Weapon components. Component: Medium Plasma Thrower Component: Small Plasma Thrower. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. Number 2 (and most important): if you haven’t considered increasing range (through admirals, juggernauts, doctrine, ship computers,. 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. Stellaris Wiki Active Wikis. 415K subscribers in the Stellaris community. Each new adventure holds almost limitless possibilities. As Stellaris has taken so many forms, there are a lot of guides for various things which can vary wildly based on the game version, so for someone looking info up, having something recent is great :)Lances and Focused Arc are the best XL. Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons. 能源消耗:-10. Missile Defense. Ship. My current solution is corvette spamming with plasma throwers (green) and teir 3 point defense. 1 Laser 2. This will slaughter entire fleets. Ships. Has this replaced Giga Cannon and the rest half Kinetic Artillery and half Plasma Throwers? Must say, combat. Pvp is played mostly with destroyers and some cruisers. Business, Economics, and Finance. These are also easily moddable via its file, see #Tiers . Vendors start selling plasma guns starting at level 16. Projectile weapons are generally the most effective in terms of scalability, versatility and damage-to-power ratio, particularly electromagnetically propelled railguns or coilguns. Because of that, the Plasma thrower Can't be improved much more. . Members Online •. Ships. 6. Ship. Core components. As it says. 6. As it says. Still learning combat and I thought I had decent missile defense. Ships now get a limited number of. Content is available under Attribution-ShareAlike 3. increases chance of technologies from given category. 1225 points of average damage, but much worse vs shields (9. They cannot claim systems or engage in. I'll take all the armor and hull damage bonuses please. Ships. vs FM: win, 104. This article is for the PC version of Stellaris only. 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. Generally some good designs are. Because, I can't really decide if Ballistics, Lasers, or missiles are better than the other two. e. 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. Paradox. Plasma Throwers (2x M, 2x S) limp along to cut through the same defenses in 88. #1. Feb 2 @ 1:28am Stations use terrible weapons. Power Usage: How much power the weapon wiAs it says. Even at 100% armour pen it still reduces damage, so even plasma throwers dont totally mitigate armour. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. that's the first one. 花费:68. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. Make sure you have Gamma Lasers and Gauss, also research the lower tier weapons as they access some of the others. Any tips on what situation/role which weapon class wins out?The ship designs and loadouts in the guide are effective against all AI empires and all Awakened empires. 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 blue weapon is a tachyon lance, at the end of the laser tech tree. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Those beats all anti-armor weapon in damage, and dps. What matters is numbers and timing. 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. Ship designer. vs FS: win, 133. Torpedo Corvettes. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled them with. Do the normal path of laser research then plasma research. I. 8, 3. Easy, plasma. Core components. The aim of this mod is to add this missing variety. My current solution is corvette spamming with plasma throwers (green) and teir 3 point defense. Ship designer. They destroyed the one fleet I have after about 70k (not included in the 300-400K) of the fleet went down. This article is for the PC version of Stellaris only. Those beats all anti-armor weapon in damage, and dps. I'm not sure if more weapons are affected, but for sure that ones makes my game crash. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. 9, where plasma is slightly OP due to all weapons and armor working differently back then. Stellaris Wiki Active Wikis. 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. Once in combat, strike craft leave the hangars and fly to their target, from which they utilize their short firing range. 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. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to. 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. 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. Anything explosive, don't bother this patch. 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. Right now, this is the ship to beat when it comes to kickass ship design. Component: Medium Plasma Thrower Component: Small Plasma Thrower. 7% based on my calcs) and still retain. ; 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. Getting traditions. This allows your construction ship to focus on mineral mining, and it allows you to get a research station up faster. for the wraith itself, i only had ~40k fleet strength but tier 5 techs and dommed on it. This article is for the PC version of Stellaris only. But combined with plasma, neutron or lances it is a really useful weapon. Legendary plasma guns start. Any tips on what situation/role which weapon class wins out?Nebula systems look amazing now! : r/Stellaris. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. ; About Stellaris Wiki; Mobile view Carrier cruiser spam is exceptionally powerful mid-game if the enemy doesn’t have any screeners, I find. Creating ships. I was wrong. 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. I basically googled what counters what, and I suggest you do the same. This article is for the PC version of Stellaris only. Ship. Core components. *I prefer missiles and carriers vs. This article is for the PC version of Stellaris only. Updated to 3. Stellaris Wiki Active Wikis. (In addition to torpedos and. I decided to compare 4 main types of weapon against each other on same ship designs. Zorro Nov 15, 2017 @ 6:06pm. 2 Anti-Hull 2. Stellaris Wiki Active Wikis. Dec 16, 2016. 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. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. the third one says stuff about a 'false vacuum' and you need to pick some dialog options that lowers your science stability and happiness. Particle Lances: tech_energy_lance_1. Weapon components. 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. Then it will start preferring S slots. 0 day cooldown. Choose weapons that ignore or are more effective against the enemy’s ship design. 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. Plasma is good, but it should also be paired with kinetic weapons. 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. my default fleet in the middle game was: 3 battleships. Ship. Ship designer. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. Two autocannons and a plasma weapon. Any tips on what situation/role which weapon class wins out?I decided to compare 4 main types of weapon against each other on same ship designs. Obviously Plasma. But here's why it's not essential that you do it yourself: The AI is using auto-design to design it's own ships too, so if you use auto-design, you're not at a disadvantage, you're merely on a level playing field. These IDs are usually used with the research_technology tech ID command. Weapon components. The kiting of enemy fleets doesn't work unforntunately. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. g. I've only ever seen an AI doomstack once, and it was from a federation before 2. Tier 0 is used for starting technologies. Honestly, I don't even bother with mass drivers at all. Corvettes. If you don’t have yet the neutron launchers plasma it’s a good alternative, as far as metà ship design go, you are gonna want some battleships with X tachyon lance, and the rest of L weapons neutrons You might wanna put in your fleet a few carrier battleships too (useful against swarm fleets and for survivability) with X slot tachyon lance, carrier core, and. 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. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. It only takes three Chemistry Flasks, three Globes, three Military Circuit Boards, and 22,050 bottle caps. Lance is ignored for, well, pretty much the same reason. 3. 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. 2; 1; Reactions: Reply. Until you get Torpedo. If your shields and armor can take it, good. 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 has -75% to shields and +100% armor and +50% hull. They take up 0 slots and 0 points. 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. io, really simple chart making site. It showed medium plasma throwers installed even though I had researched plasma cannon, a much better weapon. Strange. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Store Mods Forum Launcher Mods Forum LauncherEnergy-eating plasma beings would be a bit redundant with that. 1 Disruptor 2. Military Theory (Tier 4) Cost: 6000, Weight: 45This article is for the PC version of Stellaris only. 2 "plasma accelerator average damage bug" Game Version version 2. It was a nice change of pace from the usual torpedo+autocannon corvettes until I unlocked battleships. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 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. 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:. 3. Plasma seems to miss alot for my taste. 3. 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. Shields and anti-hull weapons. 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. Let's Play Stellaris, with the Mandate of Lavis PrimeThe first time I played this I try diplomacy and it failed. Ive found lasers are good on their own, however plasma is best paired with kinetic shield strippers. A searchable list of all technology codes from Stellaris. In-game, a weapon has the following stats: Cost: How many resources the weapon requires in order to be built and operated. 9% effecient. This article is for the PC version of Stellaris only. [deleted]Ultimately went Kinetic on Battleships and Plasma on cruisers. No matter how many singular fleets I defeat, the systems that matter always maintain an enormous force which is impossible to defeat. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. Any tips on what situation/role which weapon class wins out?As it says. 96 days; Vanilla Autocannons (4x S only) are even worse, taking 112. You need the Science! Perk to improve this Weapon, and the higher your rank in it, the better Mods you can add to it. Weapon components. This article is for the PC version of Stellaris only. Laser are good to an extent. (plasma thrower/accelerator) first. This article is for the PC version of Stellaris only. Ship. Shouldn't. Black hole systems and artist/curator enclaves are prime locations. 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. Against shields only and armor only. 3 Plasma Launcher 2. Description: Separate Plasma Cutter Mode (Left Click) and Flame Thrower Mode (Right Click). The plasma does more to them than a laser because of the bonus to armor and. Shields is brutal), AND it has a shorter Range AND worse Tracking (and an extra 1000 in tech for Plasma Thrower vs. Going for both options is reliable since both. Stellaris. On paper, the scourge missiles have a much smaller cooldown, better tracking, speed and range. Ship. Content is available under Attribution-ShareAlike 3. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. 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. With all that said, Plasma is actually usable since it really is the only option in its niche. (Also that is why shields rarely survive more than the first day of combat and shield. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Devestator Torpedoes round off the roster, with +100% armor damage, and necessitating the enemy waste slots on. 0 open-beta-2 (df65)] Autodesign arms bastion citadel with t1 kinetics instead of swarmer missiles or plasma throwers Game Version Orion v3.