null void beam stellaris. com - SIG P250 2SUM 9mm Pi. null void beam stellaris

 
com - SIG P250 2SUM 9mm Pinull void beam stellaris 7 with a 200% boost so it averages 91

How to know which weapon is superior? Is it better to go for armour, shields or a mix of both? I find the game very poor at explaining ship building. 3 Autocannon; 3. Stellaris Suggestions: Hive Mind Civic Ideas | Fallen Empire Ideas. as title saysas title says406K subscribers in the Stellaris community. ago. Later you get a project to get more dark matter per portal job. It is absurdly effective against shields but highly ineffective against both armor and hull. as title saysA searchable list of all event codes from Stellaris. This is my attempt to sort out some things and get rid of confusion. Well, Null Void Beam alone is a terrible idea. 5 focused arc emitter's. 4 DPS against shields, while an L-slot Null Void deals 53. Kinetics (except for Autocannon) have pretty good range although still a bit lower compared to Matter Disintegrator . 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. 1k. 1 Mass Driver; 3. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldParadox. Starfighters! [3. Use the "Table View" and "Card View" buttons to change the way the codes are displayed. The objective is to expose them to field conditions before flipping the switch to make this. com - Charter Arms "Chic L. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldIt is absurdly effective against shields but highly ineffective against both armor and hull. shields) and have longer range than plasma at all sizes. All rights reserved. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Lasers are great. Obviously the late game tier is better. 052. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If you go into the system-level view and select a planet, and then use the command add_anomaly DISTAR_BRAINSLUG_CAT that'll put the Brainslugs there. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldas title saysStellaris: MegaCorp Criminal Syndicate-Episode 23 - We find a Null Void BeamStellaris is a 4X grand strategy video game developed and published by Paradox In. The Coilgun should probably be your larger weapon and the Plasma the smaller one (but you can run more), as coilguns help take down shields more easily (the first line of defense encountered, whereas Plasma are penalized vs. Energy Siphon (Tier-1), and Null Void Beams are in the same boat as Mining Lasers. ago. tech_perdition_beam: Perdition Beam: tech_plasma_1: Plasma Throwers: tech_plasma_2: Plasma Accelerators: tech_plasma_3: Plasma Cannons: tech_arc_emitter_1: Arc Emitters:The rare tech from the dimensional portal - what kinetic tech finally surpasses this for % shield damage point for point. Aspect of the Void: 6 32x Null Ovoideffect give_technology = { tech = tech_lasers_2 } All technologies are listed somewhere in the common/technology folder. 2. Can be learnt from the null void (a possible outcome of the interdimensional portal event chain), this weapon possesses the unique ability to destroy energy by harnessing the entropic nature of the null void. 9 that merges the various incompatible game rules and scripted triggers added by mods. Last edited:. Is null void beam good? General. If you get it on one of your guaranteed habitables you can do an incredibly strong push with. However, as this post shows, choosing between the two weapons is a little more convoluted. 4. xlsxNull Void Beams are generally outclassed by kinetic weapons, but the cost of researching them is a tiny fraction of the cost of kinetics, allowing you to ignore that entire tech path for massive engineering research savings and still have a good option to hit shields. The Plasma then starts doing its work when your fleet may have. 111 votes, 40 comments. [deleted] • 5 yr. Vodafone. 5 Scourge Missiles; 5 Strike Craft. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. Is the railgun better than the null void beam against shields?I'm wondering if I should replace my null void beams with the level 4 railguns. The Unbidden use weapons called Matter Disintegrators which are similar to beefed-up lasers, including their weakness against shield. Is the railgun better than the null void beam against shields?I'm wondering if I should replace my null void beams with the level 4 railguns. Even with the artillery computer + launchers. Like. 4 - Find an alternate version of your empire, where they have warp FTL, and galactic civilisation is threatened by warp beasts. Unlocks the Null Void Beam technology with 50% progress; Dimensional Portal Researcher and Dimensional Portal Drone jobs produce Dark Matter The-red-Dane. and if you didnt have any shields their lasers were just cutting you to ribbons. Also, other opponents will have different defenses and that will effect what you should use on your ships. What's your opinion of Null Void Beams? Discussion So my current playthrough is one of those rare cases where I got the Null Void version of the Doorway event and I got the. Their insane bonus to shields lets you use far less of them to strip shields leaving more space for your plasma and neutron torps, AND they're an energy weapon, so you can completely ignore Kinetic weapon repeatables in the engineering tree in favor of other things. It's the "Null Void Beam". 4. 维护费:0. © Valve Corporation. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. #3. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but you can potentially get it way earlier. thanks for watching and help da cha. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. 11 comments. I build one battleship that is entirely Null Void beams for every 4 proton torp battleships. Gallery. Store Mods Forum Launcher Mods Forum LauncherIt is absurdly effective against shields but highly ineffective against both armor and hull. This is a pretty common situation. FogeltheVogel. Late-game having all your weapons use one type of damage repeatable is very favorable, too. The Null Void also has really good range (artillery range on L slot); this makes it way better in combination with other energy weapons than kinetics. It has low damage but something like 4 or 5x against shields, and will beat all early game weapons against shields dps at reasonable range. Guardians. Also fixes the Null Void Beam icons. Close. But combined with plasma, neutron or lances it is a really useful weapon. They’re absolutely horrid for doing anything short of stripping the shields off of a target so that specifically Plasma Launchers can kill it (and even then standard same-Tier Mass Drivers and Lasers are just as if not more effective working together). Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. Stellaris. But yeah there will be a planet with the portal on it that gives you portl researcher jobs. ESC NEXT has extra tiers for the special weapons like the mining lasers, cloud lightning, etc, you can actually combine the unbiddens matter disintegrator with the null void beam for a strong anti armor/hull weapon with not shield damage reduction I've tested it, and only megacannons beat them in terms of raw shield killing. . now I'm making ships to defend. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. ago. : The supermassive black hole in the center of probably every galaxy. Share to. I build one battleship that is entirely Null Void beams for every 4 proton torp battleships. Even a regular bio pop can get 80% habitability with it, and they don't have to. 0: Event fires every game I settle planets to any degree. Get Amino. 260. 39772. Trade Dimension (Warp Beasts and that annoying, but useless almost-annual pop-up): 95% of the time. The void cloud will now be killed by your fleet and leave debris which you can scan with a science ship to obtain the option to research the technology as normal, you can speed this up via typing into the console 'physics X' where X is the remaining. I was spending my time researching and exploring new. Stellaris 50460 Bug Reports 30835 Suggestions 19139 Tech Support 2894 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition. Follow @StellarisGame. 组件分类. This isn't necessarily the only design philosophy that will work, and in some circumstances others will be better or worse. I would think it's a later gun tech because +400% shield damageIn the early game most enemies have their hp as armour and hull so the null void beam is pretty awful. Masked Ermine. 39 * 25% = 3. 7 Technology List – T to Z. They are extremely effective against armor and very effective against hull but highly ineffective against shields. Some content/events might be disabled without dlc. Neutron Launcher has 45-120 range and a narrow firing arc, while all S-slot weapons except the Null Void Beam / Energy Siphon and Missiles have no more than 40 range. Null Void beams are actually good. If you go into the system-level view and select a colony. Unbidden EHP is 50% hull, 50% shield, so Null Void Beam is too weak, but Kinetic Artillery is perfect. Teir 3 strike craft x90. Posadist_Girl • 2 yr. Really rare tech, what was it's name? I deleted the save because I messed up a lot, but there was some anomaly that had a dimension that was just full of entropy. Feral Prethoryn Sighted: crisis. The rare tech from the dimensional portal - what kinetic tech finally surpasses this for % shield damage point for point. Adding on Null Void Beam cuts the DPS, but gives you a little more shield breaking power and is pretty much the only case where Null Void is even worth considering. png 54 × 54; 7 KB. Only looking at shield dmg, the Null Void is comparable with lvl 5 kinetics, but. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. 104. Full battleship fleets, %to hit computer. ^^ #4. 712 14. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. Butt null beam has much shorter range. Mass driver path can kill void clouds. 3 Null Void Beam; 6 Point-Defense T3; 18 Shield T6; 3 Shield Capacitor; Depends on patron upgrades Reward 1000 Engineering Research; 1000 Physics Research;as title saysas title saysIt is absurdly effective against shields but highly ineffective against both armor and hull. Null Void beams no longer count as space fauna weapons. Not to say Stellaris must follow history/be realistic, but it would give carriers a distinct advantage over other weapon systems. Minimum range is now shown for all weapons, not just those with a minimum range greater than zero. Null Void are are strictly inferior to Kinetic Batteries, and in any practical situation are worse than Railguns. being ineffective at damaging either. viirinsoftworks. The UNSA. This saves you a huge amount of tech and allows you to focus all your engineering research on defensive ship components and economic upgrades. I would think it's a later gun tech because +400% shield damagePropulsion Proponent Proclamation. )”. #3. It's random and the options are rerolled every time you finish the previous research. You can get different dimensions, one is a mirror version where you talk to yourself, but the mirror universe is beset by warp beasts. 解锁特性: 合成人劳力. Unlocks the Null Void Beam technology with 50% progress; Dimensional Portal Researcher and Dimensional Portal Drone jobs produce Dark MatterThe ideal time to actually use Null Void Beam would be alongside Blue Lasers in an early war. In Stellaris, pop size is king; and a 50% growth reduction is huge; especially in the early game. S. Rock Dec 7, 2022 @ 12:15pm. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. The design gets even better if the crisis is the Scourge because their special fighter you can scavenge from debris does more damage and has 66% armor penetration (instead of just bonus armor damage) in addition to the normal 100% shield penetration. For one, it allows me to keep a tech lead, and keep tech that is unobtainable by normal research to myself, instead of giving everyone in the galaxy null void beams after one war. Which anti-armor small-mid yield weapons are you putting on your corvettes and or interceptor destroyers? Yes it's that simple. This Mod adds a new colossus weapon that concentrates Null Void-Beams and makes planets poof out of existence! To research the colossus weapon, you must have researched the normal Null Void Beams-Technology you get after reaching the Null Void Event outcome at the Doorway event chain. Component SmallAllowed Null Void Beam, Cloud Lightning Conduits, Orbital Trash Dispersal, Regenerative Hull Tissue, Crystal-Infused Plating, and Crystal-Forged Plating (after Infused Plating) to be researched normally but at an extremely low draw weight of 3 (a bit less than a quarter of a repeatable) and at higher tiers than their techs would be. Stellaris Wiki Active Wikis. Stellaris: Console edition. I'm also of the opinion that after hitting 5-10 repeatables, fallen empire buildings and technologies should become available as research options. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. This is why I go for Plasma, since most guardians, threats and fallen empires are tanky as F. Enter the name of an event to filter the entries in the table. This mod changes the Extra Dimentional Weapon effects to something that resembles plasma a bit more. 花费:52. Researchers produce 0. You can get different dimensions, one is a mirror version where you talk to yourself, but the mirror universe is beset by warp beasts. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldAnalyzed Void Clouds debris Void Clouds use the electrical charges generated by the dense gases that make up most of their core to release bolts of burning plasma. Aug 13, 2021. Posted by 3 years ago. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. 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, 9815. 7 with a 200% boost so it averages 91. The problem of null void beam is that it's bad both early and late. So in my current game, I had taken over every single other empire, and claimed the entire galaxy by 2350 or so (It was a tiny galaxy so it wasn't all that hard), so increasing fleet power wasn't a priority. Hit and Run doctrine now provides +2 Disengagement Opportunities rather than +1. ago. Related wiki Zherra. Only Null Void Beam suffer from penalty against hull; Lacks inherent regeneration (but can gain it through some exotic sources). I would think it's a later gun tech because +400% shield damageShield also has to deal with Null Void Beam which is 500 percent damage against shields with better range than Plasma weapons have, so I would say that's the plasma equivalent although it's rarer than Plasma. others game usually use energy weapon to break enemy shield, kinetic weapon to destroy armor. 5000. Obviously, replace technology_id_here with the technology ID of your. png 52 × 52; 7 KB. Stellaris @StellarisGame. ago. ago. Base damage is much less than the KA. April 22, 2019 Travis Scoundrel 0. It only does 25% damage to armour AND hull according to the wiki. 0. For one, it allows me to keep a tech lead, and keep tech that is unobtainable by normal research to myself, instead of giving everyone in the galaxy null void beams after one war. 1 Regular Strike. it's the null-void specifically, but it also has a chance to show up instead of the dimension of suffering. 39 * 25% = 3. Will the null void beam ever be useful? Early game anti shield roles. WealthyAardvark • Shared Burdens • 4 yr. The Null Void Beam is a specialist weapon designed to break shields. 2. 140. You can counter build. Related wiki Zherra. 39 per day. 能源消耗:-26. 2 added the Portal to Dimension [X] planet event that may contain a pathway to a mirror universe (trade), null void (antimater/void beam weapon). 太虚光束 (Null Void Beam) 解锁:在鼠标浮层中查看 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。 The null void beam I found is an interesting weapon, especially in the repeatable-end game since you can offload all you damage boosts to the limited physx tree letting you focus on armour or mineral income in the polluted engineering tree. The rare tech from the dimensional portal - what kinetic tech finally surpasses this for % shield damage point for point. If you have kinetic weapons researched, use those instead. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. If you're going to go with artillery NL Frigates, give their small slot missiles. 6 Ancient. Knowing this, it might be possible to construct a weapon which can use the Null Void's energy destruction offensively. ago I haven't tried the Null Void beam, but I had battleships loaded with. I don't know if it's actually better than the other choices though. If you're counting glandular acclimation, there's no real benefit to being lithoid. Shields [edit source]. Sometimes its like an epty void and you can get the null beam weapon. Cheats. [deleted] • 5 yr. #4. Enclaves. * Null Void Beam now has its own icon ##### # Balance ##### * Zro is now significantly more likely to appear in the galaxy, although still being very rare. You shouldn't be able to buy resources when your storage is full of them. Will the null void beam ever be useful? Early game anti shield roles. true. All rights reserved. Two autocannos and a plasma makes them quite good. I remember that Null Void Beams use to show up under Physics research there was a greater chance of them. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldNull Void beams no longer count as space fauna weapons. Null Void Beam Edit. Null Void is an extremely situational weapon. Like the Null Void Beam, it also possesses one of the longest ranges for its weapon size, all but ensuring they are. Created Jul 31, 2015. You don't need this mod if you onl. Null Void Beam is awesome in theory but its hull damage is awful so keep that in mind and maybe mix some other kinetic weapons in. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldIt is absurdly effective against shields but highly ineffective against both armor and hull. Go to Stellaris r/Stellaris. By the time null beam ships get into range- many shields will be destroyed by neutrons. If you are very lucky, the best would be a mixture of mostly plasma and null void beams. All types of planets. And eventually you'll be able to research both. 4 dps vs shields and much better performance vs everything else. I like Machine Hiveminds, he likes Corporations. 35 a day against armor or hull. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldas title saysas title saysas title saysIt is absurdly effective against shields but highly ineffective against both armor and hull. 6 Technology List – Q to S. Yeah it almost seems like an ideal "generalist" combination for a battleship would be a focused arc emitter on a spinal mount, three neutron launchers on artillery core to get through armer and hull, and then put a null void beam on. I've tested it, and only megacannons beat them in terms of raw shield killing. Stellaris 2016 Browse game. Go to Stellaris r/Stellaris. Later on, pairing small NVBs with medium plasma/lasers can result in a very potent mid/short range brawler. The rare tech from the dimensional portal - what kinetic tech finally surpasses this for % shield damage point for point. Null void beams are pretty niche since they can only be guaranteed by save-reloading the dimensional. After all you should want your anti-shield weapons to have the biggest range. ReplyGo to Stellaris r/Stellaris. Copied; Likes (8) Comments (0) Copied; Likes (8) Like 8. Once I get Lance, I'll swap the null void beams to the middle section and put the lance in the forward section. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. It's the "Null Void Beam". The rare tech from the dimensional portal - what kinetic tech finally surpasses this for % shield damage point for point. Store Mods Forum Launcher Mods Forum LauncherIt is absurdly effective against shields but highly ineffective against both armor and hull. Is my collection of all my Stellaris mods that I use. Media in category "Technology icons". You're comparing an early-mid game tier weapon with a late game tier weapon. The average damage is quite low (2. Perhaps also change the starbase section design from 1/3/5/7/13 medium slots to 0/2/4/6/12 medium slots plus an additional slot set that varies by preference:Stellaris Real-time strategy Strategy video game Gaming. Neutron launchers are classed as energy weapon only and therefore cannot be shot down. Belhedler. 4 Kinetic Launcher; 3. I would think it's a later gun tech because +400% shield damage相关页面: 舰船组件. Todas as marcas registradas são propriedade dos seus respectivos donos nos EUA e em outros países. Matter Disintegrator [edit source]. Don't you get the null-void-beam tech from it? 400% dmg to shields. Average damage by the Null beam is 13. 5 DPS against shield while also being completely useless against armor and hull. Null Ovoid is a RARE Slayer item obtained from crafting. Most of the time you don't have null void beams. Obviously, replace technology_id_here with the technology ID of your. For comparison (all against shields): Null Void Beam - 67dps; lvl5 Kinetics - 59dps; Kinetic Artillery - 91dps So the Null Void Beam is certainly a good weapon in the early game (especially since you can get it way before lvl 5 Kinetics), however in the late game there. Ultimately went Kinetic on Battleships and Plasma on cruisers. The AI is "smart" enough that even if it's prioritizing energy hard enough to go. For example, if every void cloud is destroyed before you've reached them, is it still possible to unlock their weaponry?Crystalline infused armour is for hull and cloud lightning passes through armour and shields,I don't know where you got the Void from but unless you're talking about Null void beam what are you can get it after one of a few outcomes when you find a dimensional Rift on one of your colonies quite possibly the First what null void Beam does is that it passes right. My four fleets of about 40k power just patrolled my trade routes. com - SIG P250 2SUM 9mm Pi. The Large Null Void Beam only hits 90% of the time. Technology. Question regarding null void beam. It's the 2nd best anti-shield weapon in the game, right behind the large-slot-only kinetic artillery. Null-void beam would then be useful!. But combined with plasma, neutron or lances it is a really useful weapon. If a materialist empire gets a psionic scientist, it's. Reply Averath Platypus • Additional comment actions. Admirals now grant their fleet +1 Disengage Opportunity at levels 5 and 10. If you have kinetic weapons researched, use those instead. 4 Kinetic Launcher; 3. Not sure if this is "meta" or. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldParadox. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. It is absurdly effective against shields but highly ineffective against both armor and hull. this is why. There is no command to get specific techs. I often add a small number of Null Void beams to the fleet to rapidly strip shields. 8K 55K views 1 year ago One of the greatest disappointment in stellaris and the reason I'd love a fleet battle overall, null void. The End of the Scourge: crisis. They do pair well. • 5 yr. Extradimensional Weaponry:Compatible with Stellaris 3. Autocannons are good on corvettes. thanks for watching and help da cha. I’ve been using a fleet of 100 menacing corvettes with null void beams and mining drill lasers, and they take out things amazingly fast and in beautiful fashion. 39 * 500% = 66. ((( NSC3 - Season 1 ))) Created by CaptainX3. now I'm making ships to defend. 1 Missiles; 4. ago. Stellaris 3. *Archeoengineering should allow the acquisition of null-void beams. Not that big of an issue. I would think it's a later gun tech because +400% shield damageUseful link – >stellaris tech tree [turanar. 3 Null Void Beam; 6 Point-Defense T3; 18 Shield T6; 3 Shield Capacitor; Depends on patron upgrades. If you get it on one of your guaranteed habitables you can do an incredibly strong push with. Active Wikis. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. Basic corvette everybody starts with has 100 shields 50 armor and 300 hull. Also added the Enigmatic Encoder afterwards with little improvement. This isn't necessarily the only design philosophy that will work, and in some circumstances others will be better or worse. . Full battleship fleets, %to hit computer. Null Void Beam is 2. 2nd one was "The Null Void" which is a dimension of Null energy, researchers who study it can produce dark matter and gives you a weapon to research called "The Null Void Beam" which is +400% dmg to shields but -75% to Armor and Hull. Toggle signature. Two autocannos and a plasma makes them quite good. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldIf Stellaris battles had smarter targeting, so you could load up one ship with Null Void beams, and the rest with mining lasers, so the one strips shields one by one from enemies, as the others trail it to crush, then the existing weapons system would be fine. For comparison (all against shields): Null Void Beam - 67dps; lvl5 Kinetics - 59dps; Kinetic Artillery - 91dps So the Null Void Beam is certainly a good weapon in the early game (especially since you can get it way before lvl 5 Kinetics), however in the late game there. The rare tech from the dimensional portal - what kinetic tech finally surpasses this for % shield damage point for point. In my last game against the unbidden I had destroyers and corvettes with the null void beam and arrivate on my cruisers battle ships and Titans. as title saysStellaris Wiki Active Wikis. ago. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldIt is absurdly effective against shields but highly ineffective against both armor and hull. Megacorp is not required fDescription: With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. If you have (for example) Destroyers with 1M Null Void 4S Plasma (or 1M +2S Plasma), that will likely dominate in the. 25 with a +300% bonus (so basically 10 average damage) vs shields, but it is -25% for armor and hull, and seems best used to take advantage of its ludicrous weapon range. If you're going to go with artillery NL Frigates, give their small slot missiles. 4 dps vs shields and much better performance vs everything else. shields up through t4, although I think it's outdamaged by every single other weapon in the game against both armor and hull. 3424486444. Range in Stellaris Range in Km Context Strike Craft 10 50,000 4 earth diameters PD/small plasma/cutting laser/ autocannon. 3] [1960] Null Void Beam research unexpectedly available Game Version 2. null void beam looks so cool in the icon but looks so ass as a weapon. #footer_privacy_policy | #footer. List of all technology ids in the game to be used with “research_technology” console command. 6 Technology List – Q to S. I had added 4 Gun Battery Modules, and now I find 4 M slots full of Null Void Beams (! = effectively giving me -75% damage on everything, besides shields^^) and 2 M slots with Medium Coilguns (Kinetic Weapon). Buff null-void beam by 20% in addition to, so other empires can still make some use of it. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. They are extremely effective against hull, very effective against armor but very ineffective against shields. Join. Stellaris. I hope to get some feedback from this great community too. Small, Medium, and large utility components increase the durability of a ship by providing extra hit points. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. This Mod adds a new colossus weapon that concentrates Null Void-Beams and makes planets poof out of existence! To research the colossus weapon, you must have researched the normal Null Void Beams-Technology you get after reaching the Null Void Event outcome at the Doorway event chain. I would think it's a later gun tech because +400% shield damageThe rare tech from the dimensional portal - what kinetic tech finally surpasses this for % shield damage point for point. Further, the null beam sucks (25% damage) vs not shields with the KA is bad vs armor (50%) but decent vs hulls (125%). A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields. One hull technology gives corvettes another 100 hull (for free) while one armor technology gives them only 15 per armor slot (for 3 alloys). Later you get a project to get more dark matter per portal job. Tachyon Lance + 4 Neutron Launchers, Tacyon Lance + 3 Neutron Launchers + 1 Null Void Beam, Focused Arc Emitter + 4 Neutron Launchers, and Focused Arc Emitter + 4 Cloud Lightning. I love Null Void Beams, especially paired with Lasers/Plasma. 2nd one was "The Null Void" which is a dimension of Null energy, researchers who study it can produce dark matter and gives you a weapon to research called "The Null Void Beam" which is +400% dmg to shields but -75% to Armor and Hull. 39 per the wiki with a 500% boost, so call it 67 on average against a shield. Can fit into Small, Medium and Large slots; 90% accuracy; 400% damage against shieldIt is absurdly effective against shields but highly ineffective against both armor and hull.