Stellaris disruptors. I dont think the bad is bad. Stellaris disruptors

 
 I dont think the bad is badStellaris disruptors  znihilist

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. Focus on getting combat computer tech and use swarm. 38 Badges. 0 ignore shields and armor entirely, the damage going straight to hull. But if you're just defending with a bastion starbase, it doesn't seem very beneficial to use them; every starbase weapon module is already strong against shields. Pure shield/disruptor corvettes are deadly against the Contingency, for example. Kumqwatwhat • 5 yr. 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. ). Best. ago. 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. It very much depends. But, I have no idea for larger ships. You may have to deal with rampaging marauders, border skirmishes, genocidal empires, economy problems, and many other things. • 1 yr. There are several types of weapons that ignore shields, and none of them suffer against armor. Therefore, these 'vettes should be easily replacable and cheap. It's just not worth polluting your tech tree with the repeatable techs it unlocks and more Defense Platform hull points are kinda irrelevant. At 40 repetitions you have increased the damage by 200%. A pure Disruptor Cruiser will. Depending on your empire ethics will determine the interactions available for you. 1 Disruptor 2. A properly kitted equals size fleet (Kinetic artilley to start combat, and something like plasma for. Best example is disruptors. 3 Arc Emitter 2. let's continue by stating what a terrible idea it is to replace like 20% of your weapons on a non shield&armor bypass build with Disruptors: in old Stellaris Disruptors have been just an extra shield damage version of energy weapons, nothing wrong with that - in current at least console Stellaris they are instead an energy weapon that. tech_disruptors_1 tech_disruptors_2 tech_disruptors_3 tech_energy_torpedoes_1 tech_energy_torpedoes_2. Normally, you never use disruptors with anything other than missiles or other disruptors, because they do less damage that anything else you could put in that slot and are only worthwhile if all your weapons are bypassing shields, armor or both. With regards to missiles: Yes, they do get intercepted by point defense. In fact I'd say if it weren't for that stupid strikecraft slot, Disruptors would outperform cloud lightning. The higher tier energy weapons have much greater range than the plasma weapons do, higher dps, and at least for the s/m/l slots the lasers have higher tracking and accuracy. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. The Disruptor and Autocannon do pair decently with the torp. Disruptor-class counters everything; Missile-class Corvette. For direct-fire guns to go alongside missiles, I favor disruptors, yeah. . Not having to fight down those makes disruptors worth using. 25. The disruptors are not. Stellaris fleet getting destroyed. My guess is that it was a reused art asset. Then they all do damage to the hull, and disruptor damage is very low compared to the rest. 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. Therefore, these 'vettes should be easily replacable and cheap. The only way to deal with them using T2 tech is with a ton of crystal plating, and crystal plating is much worse in 3. But I completed the game several times on that rig, because the. Cloud Lightning - basically big disruptors L slot but has terrible dps and is very rare too acquire so not really 'unique' weapon - add 'unique' give it the ability too chain its lightning too multiple close by ships so a mini AOE weapon. Improved Structural Integrity is actually a tech I never research. One reliable method to determine what tier a research item belongs to is to go to the Stellaris Engineering Research Wiki page and look it up. Otherwise disruptors and autocannons. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). If you want specifically Destoryers, it depends on the corvettes you are facing. Another variant is to add disruptors instead of laser or gauss cannons so shields will be completely bypassed. Disruptors and Defense platforms are both terrible for the same reason: disengagement. Plasma Weapons: + More base damage than disruptors, but less than a laser. 1 Anti-Armor 2. 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. Disruptors greatest disavantage is the close range. General Damage is best done bye Gauss Cannons. Their a specialty weapon. The main advantage is that by the End-Game phase (assuming default 2200) you should have a few levels of repeatable tech on Physics for Energy Weapons to make AE+D+CL combo more powerful. 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. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. And to. + Ignores 100% Armor. Energy Point Defense can also be very useful. Nov 9, 2023Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Sorry. (scouge, contingency)But, like with most topics having to do with actual rocket science, this cloaking tech can be complicated. 2 Cloud Lightning 2. ) are good against armor but bad against shields. I got total devastation on a planet that I set an army on that I never bombarded and it had no defense army. Authors description: Amazing Space Battles. . Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. 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). 1 Mining Laser 2. This page was last edited on 14 October 2017, at 11:48. The counter to disruptors are weapons. Related. Disruptors/arc emitter battleships are the best anti corvette ship atm. #7. However these are mostly techno-babble terms than anything realistic and realism has never been a thing Stellaris has (or should) concerned itself with, so just make them look like energy beams that give off light. So close to uninstall what a sad. 6. HOW Disruptors Became GOD Tier In StellarisDisruptors are now GOD Tier In Stellaris, but WHY? This Video will answer your question on WHY Disruptors Are OVER. Enemy ships usually build countermeasures for missiles, and those are useless against energy attack. A disruptor fleet will chew through almost anything. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. shadowtheimpure. has a chance to one-shot a corvette. There are plenty of shield bypass weapons to combine Missiles with: Swarmer/Whirlwind Missiles, Hangars, Torpedoes, and. Its almost like two options are interchangeable. Small. According to the official Stellaris 3. Can someone help me figure out when to use each of these? Disruptors at least are a little different in that they decimate shields, so I'm assuming it's a good idea to have some if you're rocking energy weapons. AI empires are more likely to use disruptors in 3. Do Disruptors affect strikecraft ? Somthing that always bugged me was that the picture for disruptors has had a strike craft firing a disruptor , it always made me think do ( any ) of the disruptor techs change the stats of a strike craft or maybe a strike craft animation or maybe give bonuses ? 0 comments. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Medium. For your defenses use as many shields as you can to counter their energy weaponry. I've found great success using disruptors and torpedoes in corvette swarms; a nice mix of punching through shields/armors to disable enemy ships fast or force them to disengage early #12. The strongest is the still the Fanatic materialist, Xenophobic, technocratic oligarchy with meritocracy (and masterful crafters later). Tier 0 is used for starting technologies. The primary counter is AA and your own fighters from cariers. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Stellaris. Find a partner. The trick is that you need to commit to either all disruptors, or no disruptors. . At the very least , the days of trying to overkill ships is over. Also destroyers are bad. 对该项目的细节说明请添加至相关页面. The Contingency has two main weapons: Seeker Drones and anti-armor. 25. Stellaris. Last edited by Nito ; Jun 25, 2022 @ 9:29am. The biggest distinction on what is meta is when warfare becomes reasonably possible. Sillez_zockt. 例如:“异种保护区”(建筑)的特殊说明请在. 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. 67. Disruptors are mostly niche. Choose weapons that ignore or are more effective against the enemy’s ship design. Missiles have excellent range and medium firepower, Disruptors bypass shield and armor but deal low damage, and Autocannons have very high damage but suck against armor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. They term in game is strike craft, by the way. 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. ; About Stellaris Wiki; Mobile view Full Disruptor fleets can be a thing, but the issue is raw DPS. Wouldn't be a terrible choice of weapons either, though obviously not the optimal choice. Whoever can be the first to research, mass deploy, and take strategic advantage of disruptor tech has an advantage difficult to counter by weight of numbers. 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. 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. Fist one is supper effective against shields but utterly useless against hull, second one ignores shields but have ridiculous min damage of 1. The disruptor, however, will do its job of shredding shields just as efficiently against a battleship as a corvette. When they lost at 1,1 ratio, then the disruptor lost 42 ships from the 44. Home;. Plasma, Particle Launchers, Torpedoes. Cybernetic - Basically an upgraded version of the old Bio ascension. You could also use battleships with large weapons to damage them from a distance. If you're going to fight the enemy in the system with the disruption field generator (-20% shield hp, for reference), obviously it's beneficial. and you can do a full "broadside" cruiser build with 6 M slots, so you can outfit them with full M disruptors. Mining lasers are now classified as Brawling weapons. When tried out the disruptor builds like 99% of enemy ships disengaged, because of the low damage of the disruptors. But it also penetrates armor by 50%. This is part of what's making Corvette vs Corvette fights into just Disruptor spam, because there's no good anti-armor weapon on Corvettes so your only real option is just to ignore the armor. 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。. 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. Flavor entry is displayed if accompanied by a change to effects/requirements. Use plasma cruisers or plasma battleships. In terms of armament, Contingency armour/shielding is pretty balanced so I use three small disruptors on my corvettes. The inability to rearm the dreadnought with shield hardeners makes it. disruptor fleet vs standard fleet (same as battleship above, with torpvettes and battleships from here): Disruptors won with an average efficiency of 1. Have only so many chances to roll for Disengage. They disengage, but often won't destroy the ship. Cruisers with a torpedo front, a hangar mid, and the gunship stern. 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. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 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. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. So what's. phase distruptors suck big time. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. Legacy Wikis. Stellaris will throw a lot of curveballs at you while you play. Disruptors now unlock only if Energy Siphon critter weapon reverse-engineered (this. 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. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. Yes, FAEs are the ultimate lategame weapons. Go to Stellaris r/Stellaris. If you use auto-generated ship designs those will also be improved. Each ship class has two hull upgrade techs in engineering, so it isn't static. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. That's not a good strategy. I'm not a fan of this new type of ship parameter. I'm not a fan of this new type of ship parameter. ago. ago. 离子裂解炮 (Ion Disruptors) 解锁:在鼠标浮层中查看. Torpedoes fire slowly, and do extra damage based on how big the target is. For example the ancient laster (Cavitation Collapser), resembles normal lasers. If thats Contingency, just use disruptors instead. Nito Jun 25, 2022 @ 9:28am. And both suck against shields so eventually you will need disruptor as secondary weapon. Disruptors, Autocannons, and Torpedoes are all very strong short-ranged weapons. Disruptors in game are described as “Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. Plasma is good, but it should also be paired with kinetic weapons. Oct 15, 2022 @ 1:20pm. That means corvettes are way more likely to disengage rather than die outright. 1. Lets break down every weapon available in Stellaris. Corvettes are why missile spam is good right now. If you can get Crystal Hull tech this can help you build ships more for less. You'll want to build larger ships (as they benefit more from armor) and fill them with armor. 3. DeanTheDull Necrophage • 2 yr. 2 Particle Launcher 2. X . Prevented AI Cyborg Hivemind empires from assimilating already cyborg hivemind pops, which could get them stuck in endless assimilation. Missile corvette spam is really strong. There's a few builds that work very well. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. Refire rate and general stats have been adjusted. 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. Also crystal infused/forged plating can add to hull. Better to instead build battleships with void lightning if you have it, or kinetic artillery/neutron launchers otherwise. Most warfare is settled through space combat. The problem that lasers and railguns have is that they just don't have damage or range. "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. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. BETA: Shield Hardening. Take two weapons - say, a disruptor with 100% accuracy and a plasma cannon with 80%. They all use the Fallen Empire ship designs, and so can be countered. Content is available under Attribution-ShareAlike 3. Learn more about Ships Reworked at GameJunkie. I'm not playing x25 late game crisis strength anymore. Prioritizing physics will allow you to unlock new weapons, armor. The disengagement clearly didn't worked in the beta patch for one example. 6. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 23 votes, 22 comments. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. Railguns still are useful if you stick them on. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. 13. Videogames, Guides, Cheats and Codes. I. They completely ignore shields and armor and deal base damage directly to the hull. Shields. With regards to missiles: Yes, they do get intercepted by point defense. Disruptors have high tracking to ignore evasion and completely ignore armor and shields, making them one of the best anti-Corvette weapons in the game. Just swap the artillery core for the carrier core and leave everything else the same. 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. Deus Vult brothers. By using disruptors and going all-in on shield-and-armor bypass, their top-tier defenses are basically irrelevant. flak or pd depends on what you're facing off against. Sutopia. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud lightning or disruptors?The Stellaris 3. At the start they are wrak, but they fully bypass armor and shields, going directly to hull. The meta is dominated by Torpedoes, Carriers, and Artillery. Also, the Plasma and Autocannon weapons (and Disruptors. Didn't even have boosters on. In this video I show how disrupters are highly effective against smaller ships even when used by larger ships such as Cruis. Command Center ( Aura that grants +10% firerate), Defense Grid Supercomputer (+8 Defense Platform points) and Target Uplink Computer (+50% Weapon Range) are the obvious choices. Stellaris. . As a brand-new player, unless I'm wrong, I hear you should just spam disruptors? On your ships from what I hear from vet players, disruptors are just the defacto best weapon to use? If I build a navy should I just spam the ever living hell out of them? Makes sense to just use the best in such a hard game. Have one guy do all point defense, and the other guy do all missles. 3 disruptor corvettes actually do very well against AFE Disruptor Corvettes have absolutely garbage damage, 7. Content is available under Attribution-ShareAlike 3. I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics. Unsure. 8 release. 6, though they took a lot of damage and there was a wider deviance; this was less clear cut than the others. ) You want plasma cannons [at highest level] or neutron launchers [I'd prefer this one] instead of disruptors, and you probably want Artillery sections for your battleship rather than that Broadside section in the core. A new Stellaris update 3. 0 unless otherwise noted. Cruisers can use Disruptors, but you don't want to go pure Disruptor since the damage output is mediocre. 4. Component. 权重修正:. Neutron launchers front load, making for far superior weapons for L slots. Use kinetic if they do use shields, since that chews through the shields quickly. The disengagement clearly didn't worked in the beta patch for one example. 1 Anti-Armor 2. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if. e. AI is so bad you could have PD spam as your dps as long as you have the numbers. Autocannon corvettes will wreck the missile corvettes or even just disruptor corvettes. TTundri • 6 mo. You'd need 20 Corvettes with x3 Phased Disruptor to match the DPS of one FAE + 4xCL Battleship. Disruptors are a tech hail marry for when you try and focus on early economy techs instead of military techs and need a chance to reverse engineer and catch up. 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. 6 “Orion” update includes many changes to combat. large ships), but corvettes don't have high armor and they have high evasion. and Neutron Launchers. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. (long. As far as I'm aware, Disruptors can't even hit strike craft. Last time I played there was discussion between torpedo corvetes and lance battleships and everybody agreed that mixed. You can try whittling them down gradually with waves of cheap ships like torpedo/disruptor corvettes. As a fleet 3. - Lowest Range. disruptors generally dont belong on larger slots, if you want to have a strike at shields at longer range, arty or the torpedo option would probably be better. enemy leans much more torwards battle ships and. Hello, Following some quick work from the team we have now produced a patch aiming resolve the high priority issues coming out of the Galactic Paragons + 3. Paradox have released the latest DLC for Stellaris with the First Contact Story Pack, along with a free update for all players. Community Hub. That holds true enough in Stellaris and Rapid Deployment helps a lot with it. 15. Missiles and disruptors have been buffed in 3. Go to Stellaris r/Stellaris. 例如:“异种保护区”(建筑)的特殊说明请在. I wouldn't put them on Battleships, though. This page was last edited on 18 April 2022, at 03:36. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. Content is available under Attribution-ShareAlike 3. Lasers now deal 25% bonus hull damage. The disruptor won on 1:1 ratio 2 hardener picket cruiser vs disruptor picket cruiser. Disruptor (S, M), Particle Launchers (L): Can be salvaged from mining drones; Ming lasers are good against armor and hull and are direct competitor for Energy Laser weapon type;With disruptors, you should generally expect the enemy to disengage before being destroyed about 60% of the time (50% for corvettes, 70% for destroyers and cruisers, with battleships in between). Missiles penetrate shields, so there's a viable argument for shield hardeners to some extent. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. Or with. 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. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. modifier. . Disruptors have never been anything to write home about, so you can ignore them. I. Your disruptor is also shorter range. Compatible with Stellaris v3. With the upgrade after that being obligatory quantum insert. There's no release date, but Astral Planes will release alongside the forthcoming Stellaris 3. If your shields and armor can take it, good. What Was The Intention Behind the Cloaking System? In the 289th Dev Diary published by Stellaris developers Paradox. Disruptors. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is. ago. I think you need about 0. ago. --------------. Radical Cult is one of the 4 story event chains that can take place very early, having a 10% chance to occur. The more raw HP there is to take down, the less it's worth. They have the DPS of 20 disruptor corvettes and the HP of 15 but cost only 8 in fleet cap and 10 in alloys. . You can beat a 5K fleet with a 2. They can help you out against some special factions that use a lot of Shields and Armor. Also Arc emitters become very good since they ignore 100% armor and shields and all damage. Finally, some of the more exotic weaponry have some weird weights to them. ago. Pre-FTL civilizations should now generate defensive armies. 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。. Im somewhat new to stellaris and in general not getting my ass handed to me in wars is my weakest part of the game. It’s not the be-all-end-all weapon, just a very useful one for early portions. You get 15% pop output and quick&efficient pop modding, while getting all the bonuses of being cyborg. advertisement. Torpedoes dominate the early-game (where Carriers don't exist yet so their only counter is crappy Pickets), Carriers dominate the mid-game (since their techs are so cheap so you can max them out early), and Artillery dominate the late-game (because they're ridiculously powerful once. In both cases you want maximum afterburners to close the distance in the first case or kyte in the latter. Torpedos mostly, for the big wallop against big ships, supplemented with Scourge Missiles for their greater speed. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. A fleet will initiate FTL travel when any ship in. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 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。. 1. . . You don't mention what kind of ships you're using, but if you have cruisers or battleships, make sure they're fully armored. Interact with diverse alien races, discover strange. - Autodesign mixes disruptors in with non-penetrating weapons, possibly because they're tagged as anti-hull despite not having a hull bonus. They seek to prevent a technological singularity by eliminating any species capable of creating sentient AI. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Disruptors are bad if the enemy have only hull or low amounts of shields/armor compared to hull. As rule of thumb mono-fleets are better than the ones with mixed ships at killing enemies. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. No. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. Its almost like two options are interchangeable. I'm not sure about the difference between ignore shield and shield penetration but for the shield damage, disruptors get a double damage bonus when firing at shielded ships. CryptoStellaris 50512 Bug Reports 31005 Suggestions 19176 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. 6 combat rebalance against powerful torpedo and carrier f. Simplicity is good in this context. The user interaction aspect utilizes a card shuffle approach rather than a traditional tech tree. 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. 0. Missiles ignore shields and have great range, but they gain no bonus damage and can be countered by point defense. Increase the maximum range of weapons by 100% or so. The L-slot limitation is partially a balance (and tied to the cloud-critters) for what it ultimately a catch-up tech you want to get out of. Members Online •. Saying by the time the unbidden role around is rather odd when they can spawn to whatever date and research the player had chosen. Corvettes in general are weak to disruptors as they don't have a lot of hull points. There aren't any other direct-fire weapons that skip shields, and in the later game the enemy shields and armor (but not hull) increase a bunch. 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. 9. A focused arc emitter + cloud lightning battleship is hitting for 150. Also, full penetration requires the least amount of micro from you. Disengagement changes are particularly worrying. The upgrade is ion disruptors where instead of individual electrons or protons entire ion molecules are being projected. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Azunai Jul 29, 2017 @ 1:53am. 5K fleet if you're specializing. The best fleet composition in Stellaris is one that has the following criteria: is simple to set up, is cheap, and overperforms at its current power level. Missiles penetrate shields, so there's a viable argument for shield hardeners to some extent. low range sucks, but covettes are fast and cruisers have 2 A slots, so with double afterburners they are also reasonably fast.