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Another alternative is to use Plasma Cannons instead of Stellar Converters, Particle Beams, or Death Rays. Given enough miniaturization late into the game, you can potentially cram in a few hundred Plasma Cannons, which in total, will deal way more damage than any other arsenal at your disposal. Without modifications, Plasma Cannons have the second highest damage to space ratio at this late stage of the game because they are enveloping. A good strategy is to spread them out into 8 different slots, with around 50 each. When packed with the technology that gives 3x beam damage, this amazing combination can destroy anything in a single hit from full health, including the Antaran Star Fortress, with its damper shield and force fields up (around 15000HP). When used in conjunction with the Phasing Cloak and Time Warp Facilitator, you can single-handedly wipe out an entire fleet of over 200 doom-stars, with just 1 of these "Ultimate Weapons".
Another alternative is to use Plasma Cannons instead of Stellar Converters, Particle Beams, or Death Rays. Given enough miniaturization late into the game, you can potentially cram in a few hundred Plasma Cannons, which in total, will deal way more damage than any other arsenal at your disposal. Without modifications, Plasma Cannons have the second highest damage to space ratio at this late stage of the game because they are enveloping. A good strategy is to spread them out into 8 different slots, with around 50 each. When packed with the technology that gives 3x beam damage, this amazing combination can destroy anything in a single hit from full health, including the Antaran Star Fortress, with its damper shield and force fields up (around 15000HP). When used in conjunction with the Phasing Cloak and Time Warp Facilitator, you can single-handedly wipe out an entire fleet of over 200 doom-stars, with just 1 of these "Ultimate Weapons".


However, Disrupters are stronger than Plasma Cannons after unlocking the Auto Fire modification at level two miniaturization. Disrupter is researched right after Plasma Cannon in the Physics field, so Disrupters will be, at most, one miniaturization level behind Plasma Cannons. After Hyper-Advanced Physics III, both will have the maximum level of five miniaturizations. At max miniaturization, Disrupters do 40 damage for 5 spaces and Plasma Cannons do 6-30 damage for 6 spaces.
However, Disrupters are stronger than Plasma Cannons at pretty much every miniaturization. The main reason for this is because they are consecutive researches in the Physics field, so Disrupters will be, at most, one miniaturization level behind Plasma Cannons. After Hyper-Advanced Physics III, both will have the maximum level of five miniaturizations. What makes Disrupters even better is that they also do not suffer from range dissipation in terms of damage and accuracy. While the accuracy drop can be overcome with a good computer and a Battle Scanner, the drop in damage means an even larger margin between Disrupters and Plasma Cannons when not firing at point blank.


This is all while ignoring the specific modifications available to each weapon. Plasma Cannons only have Heavy Mount and Continuous (and are naturally Enveloping), while Disrupters have Heavy Mount and Auto Fire (and naturally have no range dissipation). Enveloping is what makes the Plasma Cannon strong. Enveloping means a weapon will hit the target from all 4 sides or shield faces. This effectively quadruples the damage done to a target when the shields are down. However, Auto Fire is what will put the Disrupter above the Enveloping Plasma Cannon. Auto Fire means firing 3 shots per Disrupter at a cost of 20 attack rating. This basically triples the damage output of a weapon. With Auto Fire, Disrupters do 120 (40x3 shots) damage for 8 spaces to a single shield face and Plasma Cannons will do 24-120 (6-30x4 sides) damage for 6 spaces.
This is all while ignoring the specific modifications available to each weapon. Plasma Cannons only have Heavy Mount and Continuous (and are naturally Enveloping), while Disrupters have Heavy Mount and Auto Fire (and naturally have no range dissipation). Auto Fire is what will put the Disrupter above the Plasma Cannon. Auto Fire means firing 3 shots per Disrupter at a cost of 20 attack rating. This basically triples the damage output of a weapon. Without any modifications, Disrupters do 40 damage for 5 spaces and Plasma Cannons do 6-30 (x4) damage for 6 spaces. With Auto Fire, Disrupters do 40 (120) damage for 8 spaces. At point blank range and with no enemy shields, Plasma Cannons will do 120 damage for 6 spaces and Disrupters will do 120 damage for 8 spaces. This makes the Plasma Cannon better at point blank range assuming there are no shields (it takes Plasma Cannons ~5x more shots to get through shields than Disrupters since Auto Fire Disrupters concentrate all damage on one shield face while Enveloping Plasma Cannons spread out the damage to all four faces). If the enemy has a decent shield, then Disrupters will be better even at point blank range. In fact, with Auto Fire, Gauss Cannons will also do more damage than Plasma Cannons because it also does not suffer from range penalties or do 4x less damage when shields are up. If the enemy has Class X Shields on a Doom Star, then even Phasors with the Auto Fire modification will kill the Doom Star using less space than Plasma Cannons. This is all while ignoring the fact that Gauss Cannons have access to Armor Piercing and Phasors have access to Shield Piercing modifications which puts them further ahead.


At point blank range and with no enemy shields, Plasma Cannons will do 120 (30x4 sides) damage for 6 spaces and Disrupters will do 120 damage for 8 spaces. This makes the Plasma Cannon better at point blank range assuming there are no shields. If we ignore the damage blocked by shields, it takes Plasma Cannons 4.8x more shots to get through shields than Disrupters since Auto Fire Disrupters concentrate all damage on one shield face while Enveloping Plasma Cannons spread out the damage to all four faces. For a Class X shield, the difference is even greater since Disrupters have a much higher base damage. If the enemy has a decent shield, then Disrupters will be better even at point blank range.
''Plasma Cannons are actually one of the weakest end-game beam weapons except when versus ships equipped with Damper Fields instead of normal shields.''
 
At the maximum range of 23 squares (a frigate is one square) for non-Heavy Mount beam weapons, Plasma Cannons will do 24 (6x4 sides) damage for 6 spaces (the minimum damage at max dissipation is actually incorrectly displayed, but it does not make a difference in this comparison). In fact, with Auto Fire, Gauss Cannons will even do more damage than Plasma Cannons because it also does not suffer from range penalties nor does 4x less damage when enemy shields are up. If the enemy has Class X Shields on a Doom Star, then even Phasors with the Auto Fire modification will kill the Doom Star using less space than Plasma Cannons. This is all while ignoring the fact that Gauss Cannons have access to Armor Piercing and Phasors have access to Shield Piercing modifications which puts them further ahead.
 
'''Plasma Cannons are actually one of the weakest end-game beam weapons except when versus ships equipped with Damper Fields instead of normal shields.'''


Since using the Phasing Cloak and Time Warp Facilitator simultaneously entails (near) invulnerability, one can be conservative by assigning no priority to armor, hit points or shields. This frees up much more space for you to compactify weaponry in favor of offense over defense.
Since using the Phasing Cloak and Time Warp Facilitator simultaneously entails (near) invulnerability, one can be conservative by assigning no priority to armor, hit points or shields. This frees up much more space for you to compactify weaponry in favor of offense over defense.
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