znihilist. 0 unless otherwise noted. Nov 9, 2023Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Corvette Fleets. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Have one guy do all point defense, and the other guy do all missles. But back to the OP, mixed (mono)fleet tactics will normally win out vs all monofleets. ; About Stellaris Wiki; Mobile viewLater game, disruptor corvettes are better than missiles. Kusto_ • 5 mo. You don't mention what kind of ships you're using, but if you have cruisers or battleships, make sure they're fully armored. Autocannon corvettes will wreck the missile corvettes or even just disruptor corvettes. I think their main use is to rush Fallen Empires by baiting them first, then waiting for their fleets to arrive while all your fleets filled with short-range Disruptors idle right at the Hyperlane entry point. Cybernetic - Basically an upgraded version of the old Bio ascension. Legacy Wikis. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. ”. It's pretty common in game development for a piece of content to be axed after art has already been created for it, so it just gets reused for something else. That being said, their granddaddies the Focused Arc Emitter (X-size weapon) is an insanely good and strong weapon. lasers are outgunned by plasmas. Maybe someone can explain to me why the Plasma Thrower line of techs have the same tech costs as the Disruptors line and the Autocannons line. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. Hmm I guess I was thinking of energy siphons cause your right disruptors just ignore shields and armor, I just looked on the Stellaris wiki. Any given battle will have hundreds to thousands of random rolls, so in aggregate they are pretty much guaranteed to produce something not meaningfully deviant from the average result. You can post your Feedback and Suggestions here in the comments. However, in order to win this way you will need a solid economy of your own and enough military power to. 花1分钟创建用户后就能进行编辑 :) 登录 注册. Stellaris 2. On the defensive side, those big ships have trouble hitting high evasion corvettes, but they pretty much one shot them whenever they do hit (regardless of shields, armor, or crystal plating). 75 -1 flak module for every nanite swarmer module in their fleet. Making wars more decisive and expensive is great when you're ahead of your enemies, but. 3. 2 Cloud Lightning 2. The meta is dominated by Torpedoes, Carriers, and Artillery. For your defenses use as many shields as you can to counter their energy weaponry. Sure. 2. It's also worth noting disruptors are on the tech path to arc-emitters, which I've found are solid late-game weapons due to their 100% accuracy and direct-hull damage. large ships), but corvettes don't have high armor and they have high evasion. Medium disruptor has range 60 and average damage 6. 8 didn't changed combat, things should be just as the same as before. With the upgrade after that being obligatory quantum insert. And to. The problem that lasers and railguns have is that they just don't have damage or range. Ships in Stellaris basically only. There is a mod that let’s you have an organic structure start and all of your ships require food and a new resource called larva to build. 对该项目的细节说明请添加至相关页面. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Every time a ship is hit by an attack when at low hull it has a chance to disengage, and a low damage weapon like the Disruptor gives them so many chances to disengage that you won't kill anything. The disruptor fleet does well at the beginning, but. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). If the enemy is using PD you might have problems but they usually go regular weapons. The counter to disruptors are weapons. Another variant is to add disruptors instead of laser or gauss cannons so shields will be completely bypassed. In most cases yes. Penetrating weapons like missiles and disruptors are decently valuable and small autocannons tend to be the. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles. A focused arc emitter + cloud lightning battleship is hitting for 150. Disruptors in game are described as “Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. flak or pd depends on what you're facing off against. phase distruptors suck big time. Disruptors are bad if the enemy have only hull or low amounts of shields/armor compared to hull. Autocannons need a -disengage chance to targets. I knew of two weapons Perdition Beam because it wasnt classed as any type of weapon achetype and fighters because only the first launched fighter in the squadrion was getting the repeatable buff. Use plasma cruisers or plasma battleships. 1 Anti-Armor 2. Destroyer with 2 autocannons. Refire rate and general stats have been adjusted. The primary counter is AA and your own fighters from cariers. More information can be found in Stellaris Dev Diary #293. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. The title is the question im asking here. • 9 mo. If your shields and armor can take it, good. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. They disengage, but often won't destroy the ship. problem is aside. Each ship class has two hull upgrade techs in engineering, so it isn't static. 3. Has Anyone found this weapon to be any good? I'll admit I've never tried it due to it's low damage output even though all the damage goes straight to…In Stellaris, the Unbidden are beings from a dimension of pure energy. You don't mention what kind of ships you're using, but if you have cruisers or battleships, make sure they're fully armored. This mode. Stellaris. Particular_Jicama_97. 2 Shields is overkill. 权重:75. Mono-cruiser fleets are totally viable. Better to instead build battleships with void lightning if you have it, or kinetic artillery/neutron launchers otherwise. 1 - They are just weapons in your ships and starbases. The trick is that you need to commit to either all disruptors, or no disruptors. 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。. What is the Stellaris combat rework meta and how will things change in patch 3. Cloud lightning is an L-size weapon with range 70 and average damage 11. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. 2 Null Void Beam Disruptors are pretty underwhelming. They are good against all Corvettes except the ones that are equipped with Phase Disruptors or Picket Ship modules. Disruptors are completely rubbish, and plasma are excellents weapons midgame, as in competitiv lobbies protons and neutrons are banned until year 50. Vote. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. important stuff: you need lasers maximised in order to get tachion lance, the X-sided weapon for cruisers. Disruptors, Autocannons, and Torpedoes are all very strong short-ranged weapons. 1. Since I like the mechanics and feeling like a Star Trek villain, I use disruptor fleets. Enemy ships usually build countermeasures for missiles, and those are useless against energy attack. Flak on the other hand starts at 50 Tracking and ends at 70. 相位裂解炮 (Phase Disruptors) 解锁:在鼠标浮层中查看. Cloud lightning has too short a range and dps to be worth using. Design doesn't matter early on. 2. 27. This means that, on things where you can stack a bunch of bonuses, the marginal positive or negative modifier doesn't do as much as it implies. Disruptors are better against opposing Corvettes, while Missiles are better against starbases and defense platforms. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. 0 “Pyxis” and the Astral Planes Narrative Expansion released last. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. r/Stellaris. Therefore, these 'vettes should be easily replacable and cheap. Unlike most weapons, they get less efficient when used in larger slots. 67. Yes one of the Awaken Empires the holy Guardians have mental powers. I have tried fleets of corvettes with disruptors and torpedoes - the torpedoes quickly melt through the armor while the disruptors start reducing enemy effectiveness immediately due to hull damage. Disruptors are good as well, or at least the Small and X-Large ones (Arc Emitters) are. Related. . The issue absolutely is range tho (also one of the main reasons why disruptors suck so hard) There are several schools of thinking (mostly depending on if your playing vs AI or PVP) but im firmly in the camp that range is the single most important stat a weapon can have if your playing vs AI since the AI is insanely exploitable by long range artillery spam. By all means if the system is a strong chokepoint or has a good planet, the interests of your empire trump all, blast away. Disruptors have 30 range while Missiles have 100 range. But yes, if you wanted to lean heavily into one form of protection or the other then 2-3x hardeners would be a necessity vs bypass weapons. 1. Energy Weapons (Lasers, Neutron Launchers etc. The disruptors are not. 1 Table usage 2 Computing 3 Field Manipulation 4 Particles 5 References Table usage Color indicators: Starter, Acquisition, Rare, Dangerous, Repeatable . Nathan Kraats. . Artillery battleships are still good, but instead of megacannon/neutron torpedo like the old days you want tachyon lance/kinetic artillery. Deus Vult brothers. . Their a specialty weapon. Kinetic weapons (Gauss Cannons) are good against. Cruisers with a torpedo front, a hangar mid, and the gunship stern. That's an issue for them. Depending on your empire ethics will determine the interactions available for you. Always make your own if you can help it. 2 Anti-Hull 2. Shields can be stacked higher than armour with. Missiles penetrate shields, so there's a viable argument for shield hardeners to some extent. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. - "Only" 50% AP, No Bonus vs. It very much depends. Energy weapons also have a "special" kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low. Another good strategy is to use cloaking to engage at point blank range. This page was last edited on 14 October 2017, at 11:49. "Disruptors are now also anti-shield weapons with a longer range than other energy weapons" Like how Point Defences do bonus damage vs armour and ignoring armour, disruptors could do bonus damage to shields and also ignore a percentage of shields. 4. A destroyer with lightning cloud and two s disruptors is a good, solid build. Flak seems to be the best point defense right now, and disruptors and plasma throwers are fine though shields are so weak some people even go as far as recommending plasma cannon only ships. Just slap those bois everywhere till you get battleships, then rush for arc emitters and kill void clouds to get cloud lightning. The unbidden lack any armor and hulls and rely purely in shields which kinetic weaponry is designed to overcome, and while we can argue firepower wise stellaris late game tech is stronger than Mass Effect. and Neutron Launchers. I'd say they're slightly weaker or equal to vanilla Leviathans, You can try whittling them down gradually with waves of cheap ships like torpedo/disruptor corvettes. This gives you an opportunity to counter their defenses and kill them faster than they can kill you. 7 Badges. Interact with diverse alien races, discover strange. 0. Choose weapons that ignore or are more effective against the enemy’s ship design. It's just not worth polluting your tech tree with the repeatable techs it unlocks and more Defense Platform hull points are kinda irrelevant. #14. Depends on the enemy’s defenses. This gives you an opportunity to counter their defenses and kill them faster than they can kill you. A new Stellaris update 3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I doubt though the the original intent of the developer was to potentially end 40% of the games before the end game crisis or a FE awakening. Disruptors ignore shields and armor completely and do damage on the hull directly. Then they all do damage to the hull, and disruptor damage is very low compared to the rest. Early rush: Disruptor They’re massively buffed, raw damage by a factor of 1. how disruptors became god tier in stellaris disruptors are now god tier in stellaris, but why? this video will answer your stellaris ascension perks and ascension paths have been updated with stellaris 3. 38 Badges. Didn't even have boosters on. Against something like. disruptor fleet vs standard fleet (same as battleship above, with torpvettes and battleships from here): Disruptors won with an average efficiency of 1. You equip the same as with any others. Cloud lightning is an L-size weapon with range 70 and average damage 11. Unexpected Mineral Seams is a colony event chain that has a very small chance to. (scouge, contingency)But, like with most topics having to do with actual rocket science, this cloaking tech can be complicated. I was looking into the megacorp and am struggling to understand how they shine. Cloud Lightning is only good if you're using Arc Emitters as well. 5K fleet if you're specializing. . There is a Synopsis with the conclusions at the end of the post. 如果满足下列条件,则系数 × 1. It isn't as bad of an issue as it used to be. You want anti-armor/anti-hull weapons. ago. In the gunship section, add more disruptors. So I recommend just experimenting, getting intel on your opponents, and observing what they had when they beat you, or when you won, and try and deduce from that what is effective for yourself - disruptor corvettes and torpedo frigates with bait carriers is something I'm thinking about at the moment, but a week or so before it was all in one. 126 ratings. This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics. 1. Disruptors aren't very good because, even though they go straight to hull, their low damage output will give enemy ships plenty of time to fight back as well as many chances to disengage. With how high armour/shield values are vs HP, disruptors and Arc Emitters just delete anything, including all regular enemies, fallen empires and all crisis. Don’t get me wrong I do run with at least one battleship in each fleet, especially one equipped with a spinal mount bow. 6 is now available on PC. To expand on this, disrupters have lower DPS than kinetics or energy weapons, to compensate for the fact that they bypass shields and armor. Could have been a legendary leader? Theres one guy who gives +50% evasion. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. + Ignores 100% Armor. contingency has seeker drones, counter them with your own strike craft and point defense, make a battleship variant to focus on hanger bays and point defense. Of course, feel free to debate this and for other ship classes. This is my attempt to sort out some things and get rid of confusion. Disruptors: tech_disruptors_1: Doctrine: Armada Battle Formation: tech_doctrine_fleet_size_5: Doctrine: Fleet Liasions:. The trick is that you need to commit to either all disruptors, or no disruptors. AI empires are more likely to use disruptors in 3. And to a lesser extent the cloud lightning weapon. A quick search reveals that shield hardening apparently stacks. Massive Range to both and Arc also ignore both armor and Shield and can deal absurd amounts of damage. Stellaris Fun Facts or Multiplayer VideosI make Stellaris Guide Videos filled with Memes(Used to be)Inspired by Nurse and TrupenMy Twitter: The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Missiles and disruptors have been buffed in 3. You might win some battles but your losses will probably be worse than theirs. But it also penetrates armor by 50%. With regards to missiles: Yes, they do get intercepted by point defense. As a fleet 3. 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. I'd suggest Hanger Modules (maximum trade protection + counters small ships) and a Communications DIsruptor (slows ships which buys you a little extra time to get a fleet over). 1 Disruptor 2. Cruisers can use Disruptors, but you don't want to go pure Disruptor since the damage output is mediocre. The biggest distinction on what is meta is when warfare becomes reasonably possible. Sillez_zockt. Stellaris. You can win the game if you beeline for top disruptors and ignore everything else. As a devouring swarm, I only ever build up to a maximum of 12 soldiers and set them to aggressive and they automatically land on the planet when the system is taken if they have a good chance at winning. Fist one is supper effective against shields but utterly useless against hull, second one ignores shields but have ridiculous min damage of 1. That holds true enough in Stellaris and Rapid Deployment helps a lot with it. A pure Disruptor Cruiser will have 5 M Disruptors at 2 S Disruptors, which only gives 45 DPS. Both have the same Accuracy. If thats Contingency, just use disruptors instead. Just slap those bois everywhere till you get battleships, then rush for arc emitters and kill void clouds to get cloud lightning. Its DPS is 4. Missiles in general are the best weapons till battleships, so upgrading those should become part of your tech choices. 1 Overview 2 Energy weapons 2. Arc emitters and cloud lightning. advertisement. Wars are won and lost by economy, and awakened empires actually have a very flimsy economy and they aren't able to replace casualties very quickly. The idea really is to give dedicated players just that little bit more, good for role-playing and for building up those stories sci-fi fans love so much. This means that, on things where you can stack a bunch of bonuses, the marginal positive or negative modifier doesn't do as much as it implies. Hit Upgrade button on your fleet after. 3. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. 8000. AI empires are more likely to use disruptors in 3. Usually pair them with lasers for the starbase takedown…and pretty colors. Disruptors have the same problem Autocannons (the intended anti-corvette weapons) have - too low damage per hit. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. These can evicerate high-evasion vessels like corvettes, but are less effective against high-HP units. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Stellaris: Disruptor Devastation. Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) While the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors and Cloud Lightning are unremarkable at best and struggle to compete with the Neutron. Also destroyers are bad. For corvettes folks either go torpedos + disruptors/autocannons (autocannons are better but it is easier to unlock physics based weapons over engineering based weapons), or two autocannons + a laser, and for destroyers point defense weapons for your main screen (you can also get point defense by fielding a couple carriers - strikecraft can. Play tested but certain events, special projects/anomalies could be effected. Stellaris is completely and totally soft sci-fi. 0 unless otherwise noted. They have the DPS of 20 disruptor corvettes and the HP of 15 but cost only 8 in fleet cap and 10 in alloys. can he handle the TRUTH? This Video will answer his. Focus on getting combat computer tech and use swarm. Disruptors are good in two contexts: late-endgame when everyone is in the repeatable tech chain, or early/mid-game when you're trying to snipe Fallen Empire end-game techs. Plasma, Particle Launchers, Torpedoes. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Signature Weapons [3. Stellaris: Disruptor Devastation. 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。. If wars of conquest are possible within the first 20-30 years, the best way to gain pops and planets to start snowballing is to conquer them from. However, there is one exception: defense platforms cannot disengage. Armor if you don't know what you're up against or don't really care (generally stronger then shields), shields if you know it'll counter the enemy (Unbidden/Contingency). Third option seems flawless as unbidden don’t use point defence. 31. *Focused Arc Emmiters are OP. 6. You can beat a 5K fleet with a 2. It does, however, show Ion Disruptors as a completed tech. The Forerunners, a species created by the Precursors, got jealous, and declared war on the Precursors and genocided them. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. I've noticed that my neighbors…In my current game, where I had to be defensive for the first 120 years, I found disruptors to be optimal (didn't have to worry about multiple…Devouring swarm, strike craft, and disruptors for green beams that go through shield and armor for the "acid". In Stellaris ii's always better to customize fleet to your target than run with all-around designs. + Requirement for Particle (and Tachyon) Lances. The ones who escaped became the Flood, the basically zombie virus of Halo. and you can do a full "broadside" cruiser build with 6 M slots, so you can outfit them with full M disruptors. Next video will be an actual shitpost, more like my first one. You can win the game if you beeline for top disruptors and ignore everything else. modifier. Really don't trust Focused Arc Emitters dmg and range when enemies get close. You won't use them. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. 1; Reactions:. For direct-fire guns to go alongside missiles, I favor disruptors, yeah. I'm not a fan of this new type of ship parameter. The best weapon vrs Armor is Plasma 3. Is this actually the case and does it make disruptors bad?Stellaris 50451 Bug Reports 30799 Suggestions 19135 Tech Support 2890 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1216. )Mr. ago. 1 Energy Siphon 2. There are plenty of shield bypass weapons to combine Missiles with: Swarmer/Whirlwind Missiles, Hangars, Torpedoes, and. The upside is that you don't waste research time on any weapon. The obvious answers: larger fleets, with better tech, and more of them. - "Only" 50% AP, No Bonus vs. Rogue Agent. Losttruppen Colonel. shadowtheimpure. My last game got him and corvette fleet had 90% evasion. Alle Diskussionen Screenshots Artworks Übertragungen Videos Workshop Neuigkeiten Guides Rezensionen. --------------. At 40 repetitions you have increased the damage by 200%. 2. A pure Disruptor Cruiser will. Disruptors have never been anything to write home about, so you can ignore them. 15. 1. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable. And both suck against shields so eventually you will need disruptor as secondary weapon. You won't have time to get missiles because you need the engineering tech to get corvette build speed and +100 corvette hull. So now disruptors are bad. But baseline, a. The idea should be easy to do, the mechanic proably not so much. Compatible with Stellaris V2. The disruptor, however, will do its job of shredding shields just as efficiently against a battleship as a corvette. ago. ago. 6. You can also modify your armor types. Darvin3 • 2 yr. Use kinetic if they do use shields, since that chews through the shields quickly. Hardening negates the biggest advantage of strike craft, missiles, and disruptors, and higher regen will offset the lower initial HP total if a fight gets dragged out or you get caught by a. It's just not worth polluting your tech tree with the repeatable techs it unlocks and more Defense Platform hull. . How good is a disruptor/ cloud lightning/ emitter monofleet? I know a fleet of corvette's with autocannons followed up by a fleet of BB's with energy…My favourite builds for the smaller ships are either full disruptors with picket combat computers or full missiles with artillery combat computers. Incredible finds out the truth about StellarisFinding out the truth about Ship Designs In Stellaris. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. 权重:75. Stellaris UI Suggestion: Stellaris UI Improvement (Planet UI and Build Queues) EU4 Suggestion: Improving Development: Development: Dynamic and Mana-based. 裂解炮发射出的高能射束,能够同时弱化并破坏构成目标原子间的分子键。. Auto cannon is kinetic version. My guess is that it was a reused art asset. )Disruptors in 2. Malaficus Shaikan May 6, 2022 @ 11:15pm. Missile corvette spam is really strong. Torpedos mostly, for the big wallop against big ships, supplemented with Scourge Missiles for their greater speed. Disruptors are fair damage against anything with shields. 1. 2. They seek to prevent a technological singularity by eliminating any species capable of creating sentient AI. Sutopia. Stellaris Combat Rebalance has a new meta. Consumes power. nightgerbil • 5 yr. Yes, FAEs are the ultimate lategame weapons. Component. As for the "best" corvette build- early game it doesn't matter. The disruptor kills the enemy before the other weapons chew through defences, in which case the other weapons were worthless The other weapons do chew through the defences in time. It isn't as bad of an issue as it used to be. 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. The three key techs are blue lasers, corvette build cost reduction and extra corvette hull. Starbases, defense platforms, Cruisers, Battleships, Juggernauts [not yet available in Console I think] and Star-Eaters [also not yet available in Console]. Im somewhat new to stellaris and in general not getting my ass handed to me in wars is my weakest part of the game. The upgrade is ion disruptors where instead of individual electrons or protons entire ion molecules are being projected. Mining lasers are now classified as Brawling weapons. If your shields and armor can take it, good. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. This build is super powerful for tech rushing, expansion and war. which remains a valid alternative to 2 medium Phased Disruptors due to low alloy cost, low power usage, slightly better range, and the fact that battleships can't have pure M. Refire rate and general stats have been adjusted. The strikecraft isn't the worst thing in the world though because it does act as PD. . With regards to disruptors: They're very good in the early game, since everything has little relative HP and fights are mostly at point blank anyways. If the enemy is using mostly disruptor/bypass weapons, then the counter is replacing your shields/armor with more crystal hull plating. Jul 7, 2021. There are hostile crystalline entities of red, yellow, blue, and green throughout the Galaxy, and defend their home crystal with 4 fleets. Stellaris. (If you are all missles then create two ships that are point defense only. Go to Stellaris r/Stellaris. As far as I'm aware, Disruptors can't even hit strike craft. I sometimes think to myself yeah lets play the new version of Stellaris then I read a sneak peak of all the meta breaking changes and rule toss outs I'm just like fts. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. If you don't have Alpha-Strike, PD-corvette swarm is the way to go to dodge the Tempest's Instant Kill laser. Refire rate and general stats have been adjusted. #7. At the very least , the days of trying to overkill ships is over. most contingency fleets burn through armor, seeker drones penetrate shields - so focus on shields, counter their strike craft with your own+point defense. Meanwhile, try to expand outwards and look for suitable new colonies. Meewec Jan 5, 2020 @ 12:05am. Disruptors and Defense platforms are both terrible for the same reason: disengagement. May cause a lag when generating new HyperLanes depending on your PC and Galaxy size! May cause issues with other mods that have their own custom alerts. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Depends on how much HP the target has to deal with as compared to armour and shield. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. Distruptors yes, siphons no.