stellaris disruptors. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. stellaris disruptors

 
 For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleetsstellaris disruptors 6 combat rebalance against powerful torpedo and carrier f

Torpedo assault carrier is the most balanced ship design. Each ship class has two hull upgrade techs in engineering, so it isn't static. 62 DPS per corvette with fully-upgraded weaponry. Vote. . problem is aside. ago. That's an issue for them. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Disruptors I mostly don't use unless I somehow get very late game where their shield and armour piercing negates the stacks of repeatable techs. I think you need about 0. While Stellaris has never set worlds alight with its DLC, the Paradox sim remains one of. Winning battles across the stars is about adapting to the enemy's loadout and. If thats Contingency, just use disruptors instead. As rule of thumb mono-fleets are better than the ones with mixed ships at killing enemies. 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. Science fiction novels that might be interesting to Stellaris players. This build is super powerful for tech rushing, expansion and war. Energy Weapons (Lasers, Neutron Launchers etc. Each ship class has two hull upgrade techs in engineering, so it isn't static. The Humans discovered this, and ended up fighting the Flood, which they lost really bad and started to go on the run. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. Mining lasers are now classified as Brawling weapons. 3, and yes I know it's quite long. (scouge, contingency)But, like with most topics having to do with actual rocket science, this cloaking tech can be complicated. Plasma Weapons: + More base damage than disruptors, but less than a laser. Unbidden fleets. ago. This is why in practice, disruptor corvettes do so well against normal corvettes as corvettes have both low health and lowered damage due to the hull damage. Autocannon corvettes will wreck the missile corvettes or even just disruptor corvettes. This page was last edited on 18 April 2022, at 03:36. 13. 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. On the long-range side there's also Neutron Launchers, Kinetic Artillery, Strike Craft, and Tachyon Lance. 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. Design doesn't matter early on. This is a writeup on the best ship designs in Stellaris v 3. And seeing as how this game is in the 2330s, and you finished Ion Disruptors after Jump Drives, it seems quite likely you picked up Ion Disruptor debris, finished the research, and skipped Disruptors entirely. 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? Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. The range is too short and Battleships are all about long range. No idea if this is supposed to be like this, or how the game was in the past, I haven't been playing Stellaris enough to know. torpedoes and artillery are really weak against corvettes (low tracking vs. 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. 2. The Fire Rate changes have made small weapons the strongest they've been since before the last rework, with "Brawler" weapons in particular tending to grow stronger the smaller they are. The obvious answers: larger fleets, with better tech, and more of them. . Nov 9, 2023Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. As the corvette swarm enters its feeding frenzy, the cornered titan begins to helplessly cry for its fleet mates. 6 Fleet Meta Prediction. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. Cloud lightning is an L-size weapon with range 70 and average damage 11. At the start they are wrak, but they fully bypass armor and shields, going directly to hull. Zero bombard. Space warfare. 2. ago. So just get blue lasers and go. Thread starter EvilMachine; Start date Jan 26, 2019; Jump to latest Follow Reply Menu. Best. (If you are all missles then create two ships that are point defense only. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. 1 - They are just weapons in your ships and starbases. If you don't have Alpha-Strike, PD-corvette swarm is the way to go to dodge the Tempest's Instant Kill laser. 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. I usually using few battleships with different specify weapons like Rocket hangars and artillery. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. Two autocannos and a plasma makes them quite good. 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. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. The title is the question im asking here. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. Missiles penetrate shields, so there's a viable argument for shield hardeners to some extent. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. 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. The inability to rearm the dreadnought with shield hardeners makes it such a fragile ship. First Game on 3. Jump to latest Follow Reply. A mix of guns and point defense (for shooting down missiles when taking the smaller starbases) and missiles/disruptors. I was in a war against a coalition that declard one me (2 years before truce ends from at least my point of view but whateves) and I was happily annihilating all their fleets and fortresses with phase disruptor corvettes. Making wars more decisive and expensive is great when you're ahead of your enemies, but. 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. . #stellaris #memes4000. 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. Plasma only has a niche against bigger ships that have bigger hulls and might actually be running hardening. My guess is that it was a reused art asset. But, I have no idea for larger ships. Stellaris. Mining lasers are now classified as Brawling weapons. Instead, the techs that you can research are randomly selected from the available techs (from the official Stellaris wiki):. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 3. Disruptor-Corvette: Strengths: Hard wins against every small ship in the game (Destroyer and below) Weaknesses: Hard loses to everything else Techs needed: Disruptors (optional: better thrusters, after burner) Required Components: best Thruster, Swarm Computer Sections: Interceptor S-slots: 3 DisruptorsA place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Prioritizing physics will allow you to unlock new weapons, armor. I got total devastation on a planet that I set an army on that I never bombarded and it had no defense army. and you can do a full "broadside" cruiser build with 6 M slots, so you can outfit them with full M disruptors. Disruptors and Defense platforms are both terrible for the same reason: disengagement. Missiles are also horrifically countered by PDS~~/Strike Craft~~, so anything heavy on missiles is a self-solving problem. Sorry. A quick search reveals that shield hardening apparently stacks. The biggest distinction on what is meta is when warfare becomes reasonably possible. The sounds of its distress excite the corvettes all the more and their behaviour becomes ever more agitated. Feedback on where you faced an issue can. That means corvettes are way more likely to disengage rather than die outright. The disruptor, however, will do its job of shredding shields just as efficiently against a battleship as a corvette. 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. 1. Stellaris > Guides > James's Guides . Embarrassed_Quit_450 • 1 yr. 4. AI is so bad you could have PD spam as your dps as long as you have the numbers. 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. . Not enough. 13. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. Updated for Stellaris 3. Torpedo assault carrier is the most balanced ship design. • 9 mo. Cybernetic - Basically an upgraded version of the old Bio ascension. Content is available under Attribution-ShareAlike 3. Community Hub. 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。. Stellaris: Disruptor Devastation. Then they all do damage to the hull, and disruptor damage is very low compared to the rest. Battleships with arc-emitters shielded and by torpedo corvettes make short work of the fallen empires who thought they could invade my borders. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. They're more useful against enemy ships that have high defenses and cannot disengage (Gray Tempest, Contingency), but even then you'll probably want to use. Stellaris. Darvin3 • 2 yr. As nonsensical as it would have seemed in 1. Autocannons are good on corvettes. Research the fleet size techs, build Anchorages in starbases to raise your overall fleet cap, etc. Plasma, Particle Launchers, Torpedoes. However, this build has the. 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. Paradox Interactive has revealed Stellaris: First Contact, the new Story Pack for their sci-fi grand strategy game that enhances the opening to a campaign with new origin stories for your chosen civilFixed mechanical fallen empires missing part of their ringworlds. Completely bypass all shields and armor. 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. . BETA: Shield Hardening. When tried out the disruptor builds like 99% of enemy ships disengaged, because of the low damage of the disruptors. At 40 repetitions you have increased the damage by 200%. As a fleet 3. . Learn more about Ships Reworked at GameJunkie. 0 unless otherwise noted. Let’s discuss what’s the bests weapons to fight unbidden crisis ships. Additionally, weapon range is the most common determinant of engagement range, and it can be very useful to combat-lock a fleeing enemy from across the system. 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. 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. 3, no longer locked to ethics or civics every player. It's a good idea to have some PD mixed in too. Off the top of my head the only things that pierce armor are the Prethoryn swarm hangars and disruptors, and the Prethoryn swarmers only pierce 33%. 5K with shield-penetrators (missiles / disruptors) should be enough, but if you can muster more than that to take it out quick with minimal losses you may as well. 4 Lance 2. 0 unless otherwise noted. With regards to missiles: Yes, they do get intercepted by point defense. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Enjoy the game! Immerse yourself in the exploration of a changing universe full of wonders! Check out this mod and modify your Stellaris experience. 23 votes, 22 comments. 10 Pyxis update - you can find a bit more info on the Steam page. But it also penetrates armor by 50%. Lasers are usefull to unlock Tachyon lancers. The Forerunners, a species created by the Precursors, got jealous, and declared war on the Precursors and genocided them. 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. Corvettes in general are weak to disruptors as they don't have a lot of hull points. Just because the corvettes are cheep to build and replace. (long. 3 Plasma Launcher 2. These can evicerate high-evasion vessels like corvettes, but are less effective against high-HP units. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. ; About Stellaris Wiki; Mobile viewDisruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. 6, though they took a lot of damage and there was a wider deviance; this was less clear cut than the others. Therefore, these 'vettes should be easily replacable and cheap. Absolutely any explanation of disruptors is basically garbage from top to bottom, much more so than any other. Apprehensive-Wolf-32 • 4 mo. BarnCape Sergeant. PD starts with 10 Tracking and ends with 30. Penetrating weapons (Disruptors and Lightnings) excel in two periods: early-to-mid game and very-late game. Disruptors have never been anything to write home about, so you can ignore them. Vulnerable to kinetic weapons. ago. Consumes power. 2 Ancient Cavitation Collapser 2. That sounds OP, how do we counter this? Remember when Stellaris had bombers? Strike Craft that could do heavy damage to larger ships? We should bring those back. 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. You'd need 20 Corvettes with x3 Phased Disruptor to match the DPS of one FAE + 4xCL Battleship. Disruptors and the new L-size autocannon are a joke with 40 range on a battleship (shortest range ship computer only advances to 50 range). (For some reason, the Scourge Missile corvettes are the most powerful, fleet-strength wise. Stellaris will throw a lot of curveballs at you while you play. Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. Missiles and disruptors have been buffed in 3. The ones who escaped became the Flood, the basically zombie virus of Halo. By James. Against small targets like Corvettes, Small Disruptors actually out-damage Medium Disruptors anyways due to their higher tracking, and against big targets I'd much rather have the Torpedo. Plasma is good, but it should also be paired with kinetic weapons. In beta disruptors are like missiles, and torpedos. 9. ago. Go to Stellaris r/Stellaris. They all use the Fallen Empire ship designs, and so can be countered accordingly. In Stellaris "It depends" is very much the thing. If thats Contingency, just use disruptors instead. All the images are of ship designs the AI created with this mod. Last edited by Nito ; Jun 25, 2022 @ 9:29am. That sounds OP, how do we counter this? Remember when Stellaris had bombers? Strike Craft that could do heavy damage to larger ships? We should bring those back. Another good strategy is to use cloaking to engage at point blank range. ago. Also, the Plasma and Autocannon weapons (and Disruptors. Cloud lightning is an L-size weapon with range 70 and average damage 11. 3. both of those weapons also ignore shields and armour just like disruptors do. . 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. The best weapon vrs Armor is Plasma 3. Stellaris' combat shouldn't be "HoI naval combat but in space". --------------. Third option seems flawless as unbidden don’t use point defence. The Contingency is one of the three Endgame Crises that may arise to threaten the entire galaxy in Stellaris. Paradox have released the latest DLC for Stellaris with the First Contact Story Pack, along with a free update for all players. Improved Structural Integrity is actually a tech I never research. Stellaris 2. Stellaris. Refire rate and general stats have been adjusted. A pure Disruptor Cruiser will. Mono-cruiser fleets are totally viable. Medium disruptor has range 60 and average damage 6. Oct 20, 2016 824 1. 如果满足下列条件,则系数 × 1. Also crystal infused/forged plating can add to hull. 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. Focus on getting combat computer tech and use swarm. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. ; About Stellaris Wiki; Mobile viewLater game, disruptor corvettes are better than missiles. plasma weapons are great against high armor targets with low-ish evasion (ie. 4. Computer system. 2 - Starfighters. If you need to invade, Cruisers are the best early benchmark, although Destroyers *can* work if you mix PD destroyers to L/M destroyers, have. Stellaris UI Suggestion: Stellaris UI Improvement (Planet UI and Build Queues) EU4 Suggestion: Improving Development: Development: Dynamic and Mana-based. Nathan Kraats. Related. 2 Particle Launcher 2. Also destroyers are bad. A disruptor fleet will chew through almost anything. 1. 8. For example the ancient laster (Cavitation Collapser), resembles normal lasers. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. According to the official Stellaris 3. So what's. They are capable of passing through shields and armor to. can he handle the TRUTH? This Video will answer his. It very much depends. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. With limited number of disengage chances , you can safely deal pop shots to the hull and not worry about them retreating before the big guns can cycle. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. They can protect your battleship fleet from torpedo corvettes. If you don't have Alpha-Strike, PD-corvette swarm is the way to go to dodge the Tempest's Instant Kill laser. modifier. Fist one is supper effective against shields but utterly useless against hull, second one ignores shields but have ridiculous min damage of 1. 如果满足下列条件,则系数 × 1. 2 should be available for download via Steam, GOG and Microsoft Store now. enemy leans much more torwards battle ships and. Cheaper Alloys cost than armor. Torpedoes fire slowly, and do extra damage based on how big the target is. It's just not worth polluting your tech tree with the repeatable techs it unlocks and more Defense Platform hull points are kinda irrelevant. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…They don't damage shields or armor, they're very short range, and they don't deal enough damage to kill the hull of anything without backup. 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. 1. Stellaris is a game with a lot of details to it, and can take a while to understand. The idea should be easy to do, the mechanic proably not so much. Smarter Ship Design [3. Energy Point Defense can also be very useful. 1 Laser 2. 1 Mining Laser. Missiles in general are the best weapons till battleships, so upgrading those should become part of your tech choices. When they lost at 1,1 ratio, then the disruptor lost 42 ships from the 44. 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. Sure. 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. Losttruppen Colonel. ago. You can try whittling them down gradually with waves of cheap ships like torpedo/disruptor corvettes. AI is so bad you could have PD spam as your dps as long as you have the numbers. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. Another variant is to add disruptors instead of laser or gauss cannons so shields will be completely bypassed. The BIGGEST Stellaris CRISIS Battle EVER In MultiplayerThis is by far the BIGGEST Stellaris Crisis Battle that I have EVER Experienced in MultiplayerMy Patre. If you can get Crystal Hull tech this can help you build ships more for less. The lack of good anti-armor weapons for Corvettes means that bypassing armor completely is often your best choice, going with 3 Disruptors. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Why NOBODY Wants To Play Stellaris MultiplayerNOBODY Wants To Play Stellaris Multiplayer, but WHY? This Video will answer your question on WHY Stellaris Mult. I'm not playing x25 late game crisis strength anymore. This seems more like the regular disruptor however it also sounds like it needs new physics to explain. Especially if you're aiming for kill rate you'll need very specialized fleet. Is one of them more potent than the other, or do they have their own. Missiles start with 0 Evasion and end with 40. 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. Disruptors are bad if the enemy have only hull or low amounts of shields/armor compared to hull. Cloud Lightning is only good if you're using Arc Emitters as well. 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. 权重修正:. DeanTheDull Necrophage • 2 yr. There's no release date, but Astral Planes will release alongside the forthcoming Stellaris 3. They'll never leave their system or disengage. If you don't have either, try and get them ASAP. On battleships, late in the game. They seek to prevent a technological singularity by eliminating any species capable of creating sentient AI. Content is available under Attribution-ShareAlike 3. 67. So now disruptors are bad. Choose weapons that ignore or are more effective against the enemy’s ship design. Disruptors are mostly niche. The drones are the most relevant, as they bypass 100% of shields and 60% of armor. It does, however, show Ion Disruptors as a completed tech. A fleet will initiate FTL travel when any ship in. Oct 21, 2022; Add bookmark #1 At first I had them as Torpedo gunships in my Corvette fleets for mobile starbase removal. 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. advertisement. 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. 3 Arc Emitter 2. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Ion Disruptors 8000: 3 Ion Disruptor Disruptors Base: 65Regular disruptors are all or nothing kinda deal. If your shields and armor can take it, good. I often combo with Evision Corvettes with Picket, Torpedo+Missile+Gunship cruiser, and. Therefore, these 'vettes should be easily replacable and cheap. The biggest advantage and weakness of carrier fleets is there range. The best strategy with awakened empires is to try to deal as many casualties as possible. Alle Diskussionen Screenshots Artworks Übertragungen Videos Workshop Neuigkeiten Guides Rezensionen. 5+ AND V2. CryptoStellaris 50512 Bug Reports 31005 Suggestions 19176 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Signature Weapons [3. The reason I ask this is that the tooltip suggests that disruptor bypass both shields and armour completely (100% penetration), this is further suggested because there are weapons with shield and armour damage, not penetration. There is a Synopsis with the conclusions at the end of the post. 126 ratings. Especially if you're aiming for kill rate you'll need very specialized fleet. (In Stellaris terms, 50 % Habiltable planets game) I play it on a faily decent PC (with a 3070 RTX) and it's working really, really great. 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 modifiers. Just got done wiping the contingency off the galaxy and started wondering if the disruptor/arc emitter spam is actually a better way to kill ships…They also make decent disruptor ships. 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. However, there is one exception: defense platforms cannot disengage. Yeah, I run pure plasma and haven't had issues against the AI. My normal late game battle groups are 3 different mono fleets nowadays. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. Medium disruptor has range 60 and average damage 6. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. B. Lasers: + Highest base damage compared to plasma and disruptors. Improved Structural Integrity is actually a tech I never research. tech_disruptors_1 tech_disruptors_2 tech_disruptors_3 tech_energy_torpedoes_1 tech_energy_torpedoes_2. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Shields can be stacked higher than armour. They will suffer the highest losses and should be the screen for your carrier battleships - outfitted with missiles and X-slot arc emmiters, as others have pointed out. Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is. So combined with t4 cinetic T2 plasmas are the best weapon system between 2230 and 2250. You equip the same as with any others. Both have the same Accuracy. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. your opponent used lots of small ships. The Contingency has two main weapons: Seeker Drones and anti-armor.