Stellaris disruptors. 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. Stellaris disruptors

 
If you're going to fight the enemy in the system with the disruption field generator (-20% shield hp, for reference), obviously it's beneficialStellaris disruptors  Torpedo assault carrier is the most balanced ship design

+ Requirement for Particle (and Tachyon) Lances. Use plasma if they themselves use armor since it penetrates a ton of it. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Cloud lightning is an L-size weapon with range 70 and average damage 11. Disruptors, Autocannons, and Torpedoes are all very strong short-ranged weapons. Against something like. 9, the best fleet layout against Contingency is currently pure battleship fleets armed with only Focused Arc Emitters and Cloud Lightning (or disruptors if you don't have that) AC/Torpedo corvettes only. When tried out the disruptor builds like 99% of enemy ships disengaged, because of the low damage of the disruptors. Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. Plasma Weapons: + More base damage than disruptors, but less than a laser. Jul 7, 2021. Im somewhat new to stellaris and in general not getting my ass handed to me in wars is my weakest part of the game. Distruptors are good brawling weapons for close range front line ships. Torpedo corvettes are countered by PD. Alle Diskussionen Screenshots Artworks Übertragungen Videos Workshop Neuigkeiten Guides Rezensionen. You can also modify your armor types. A disruptor fleet will chew through almost anything. 8 release. 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. I played it before on a weaker PC (with a 1070 GTX) and it was extremely stable with rare bugs, but it wasn't at great FPS (around 30 to 40). 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. In terms of armament, Contingency armour/shielding is pretty balanced so I use three small disruptors on my corvettes. With regards to missiles: Yes, they do get intercepted by point defense. 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. 67. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. most contingency fleets burn through armor, seeker drones penetrate shields - so focus on shields, counter their strike craft with your own+point defense. Science fiction novels that might be interesting to Stellaris players. That's an issue for them. The meta is dominated by Torpedoes, Carriers, and Artillery. But what about laser and plasma? They both do extra armour damage. 4 Lance 2. The user interaction aspect utilizes a card shuffle approach rather than a traditional tech tree. Better to instead build battleships with void lightning if you have it, or kinetic artillery/neutron launchers otherwise. 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. Play tested but certain events, special projects/anomalies could be effected. ago. Unexpected Mineral Seams is a colony event chain that has a very small chance to. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Its fleet power is usually around 10k, but most of that is shields and it has no armor. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. low range sucks, but covettes are fast and cruisers have 2 A slots, so with double afterburners they are also reasonably fast. But, I have no idea for larger ships. 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. 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. And rest of my fleet is destroyers with disruptors and swarm system. A fleet will initiate FTL travel when any ship in. They can help you out against some special factions that use a lot of Shields and Armor. This mode. What’s up everyone. The obvious answers: larger fleets, with better tech, and more of them. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. 2 Particle Launcher 2. Stellaris Ship Design Guide 2023 [3. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Use the torpedo computer, and fill up free slots with missiles. If you use auto-generated ship designs those will also be improved. Unbidden fleets. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. 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. Focus on getting combat computer tech and use swarm. 2. You could also use battleships with large weapons to damage them from a distance. Last edited by Nito ; Jun 25, 2022 @ 9:29am. Create 10 ships exactly the same in everything exept weapons. Disruptor [edit | edit source] Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. Toggle signature. 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. My normal late game battle groups are 3 different mono fleets nowadays. 1 Laser 2. Related. 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. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. X . Could have been a legendary leader? Theres one guy who gives +50% evasion. 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. I know I'm late to the partyDiscord: used:Lucky Channel no ThemeBlaZeon - Emergency Avoidance (SMW Custom Music)Pokémon Bla. Disruptor Corvettes are great. While Stellaris’ 4X-flavored. 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 have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Notes: The table shows the default names/icons of techs. Mining lasers are now classified as Brawling weapons. However, this build has the. 2 Shields is overkill. Especially if you're aiming for kill rate you'll need very specialized fleet. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Two autocannos and a plasma makes them quite good. Not enough. Cloud Lightning is only good if you're using Arc Emitters as well. 2. 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. Can fit into Small and Medium slots. If the enemy is using PD you might have problems but they usually go regular weapons. Therefore, these 'vettes should be easily replacable and cheap. ; About Stellaris Wiki; Mobile viewLater game, disruptor corvettes are better than missiles. Thread starter EvilMachine; Start date Jan 26, 2019; Jump to latest Follow Reply Menu. 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. *Focused Arc Emmiters are OP. Enjoy the game! Immerse yourself in the exploration of a changing universe full of wonders! Check out this mod and modify your Stellaris experience. Disruptors have never been anything to write home about, so you can ignore them. Last time I played there was discussion between torpedo corvetes and lance battleships and everybody agreed that mixed. 权重:75. I got total devastation on a planet that I set an army on that I never bombarded and it had no defense army. 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。. tech_disruptors_1 tech_disruptors_2 tech_disruptors_3 tech_energy_torpedoes_1 tech_energy_torpedoes_2. 3 Matter Disintegrator 2. 1. Disruptors keep the shields down, and I need the 60% armor ignore to actually hurt those high armor ships. I. This page was last edited on 14 October 2017, at 11:47. disruptor corvettes are indeed a great option. Tier 0 is used for starting technologies. 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. You want anti-armor/anti-hull weapons. 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. If thats Contingency, just use disruptors instead. #7. But yea, I don't consider disruptors a weapon, their stats make much better point defense even in a medium slot. Penetrating weapons like missiles and disruptors are decently valuable and small autocannons tend to be the. To expand on this, disrupters have lower DPS than kinetics or energy weapons, to compensate for the fact that they bypass shields and armor. While -100% job upkeep is a strong bonus, it's not inherently overpowered. Disruptors are an easy mode in the beta, and missiles got some love! Beta is fun with the fleet changes I am having lots of fun when I find the Yuht cryocore as the commonwealth of man and now suddenly my disruptor missile fleets are just strobe lights of death tearing a path through whatever empire they encounter. Best example is disruptors. All of this means that mid and late game the top level laser weapons hit first, hit more types of ships, hit more often, and do more per hit than plasma weapons. The more disruptors they have, the less actually effective weapons they have. Disruptors and Defense platforms are both terrible for the same reason: disengagement. Malaficus Shaikan May 6, 2022 @ 11:15pm. If the enemy is using mostly disruptor/bypass weapons, then the counter is replacing your shields/armor with more crystal hull plating. 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. Refire rate and general stats have been adjusted. plasma weapons are great against high armor targets with low-ish evasion (ie. Lasers: + Highest base damage compared to plasma and disruptors. Best example is disruptors. More information can be found in Stellaris Dev Diary #293. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. The DLC pack includes three new tracks from fan favourite composer Andreas Waldetoft. The disruptor, however, will do its job of shredding shields just as efficiently against a battleship as a corvette. Lasers: + Highest base damage compared to plasma and disruptors. znihilist. 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. 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. Sure. Is the weapon disruptors actually good after the combat changes? I'm encountering The Contingency 10x as the Endgame Crisis, and having a difficult time to against it. 2 - Starfighters. At 40 repetitions you have increased the damage by 200%. Disruptors buffed, energy weapon of short range high damage fast attack. 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). large ships), but corvettes don't have high armor and they have high evasion. Zero bombard. ; About Stellaris Wiki; Mobile viewDisruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. Stellaris. BarnCape Sergeant. 6. The BIGGEST Stellaris CRISIS Battle EVER In MultiplayerThis is by far the BIGGEST Stellaris Crisis Battle that I have EVER Experienced in MultiplayerMy Patre. 1 Mining Laser. The Missile Corvettes (only using Missiles) are good for a few things, mainly dealing with ships that don’t have anti-missile defenses and Starbases. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Missiles start with 0 Evasion and end with 40. Missiles in general are the best weapons till battleships, so upgrading those should become part of your tech choices. 0 “Pyxis” and the Astral Planes Narrative Expansion released last. This means, you could build a Destroyer with 3 Second Tier Antimatter Disruptors and all shields that would just laugh at Neutron Launchers. 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. Stellaris. In this video I show how disrupters are highly effective against smaller ships even when used by larger ships such as Cruis. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. The more disruptors they have, the less actually effective weapons they have. You can post your Feedback and Suggestions here in the comments. Increase the maximum range of weapons by 100% or so. Alle Diskussionen Screenshots Artworks Übertragungen Videos Workshop Neuigkeiten Guides Rezensionen. The best weapon vrs Armor is Plasma 3. . Hit Upgrade button on your fleet after. Looking forward to test the fleet builds again, and check if the AI issues are fixed. There are plenty of shield bypass weapons to combine Missiles with: Swarmer/Whirlwind Missiles, Hangars, Torpedoes, and. They seek to prevent a technological singularity by eliminating any species capable of creating sentient AI. For instance, Broadside bow gets you to 2 M slots while Torpedo bow gets you 2 S slots and 1 G slot. Stellaris. Medium. As far as I'm aware, Disruptors can't even hit strike craft. 权重:75. With the upgrade after that being obligatory quantum insert. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Disruptors: tech_disruptors_1: Doctrine: Armada Battle Formation: tech_doctrine_fleet_size_5: Doctrine: Fleet Liasions:. Early rush: Disruptor They’re massively buffed, raw damage by a factor of 1. Stellaris fleet getting destroyed. Advanced shields require Strategic Resource to make. Lasers now deal 25% bonus hull damage. Your disruptor is also shorter range. 离子裂解炮 (Ion Disruptors) 解锁:在鼠标浮层中查看. 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. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Content is available under Attribution-ShareAlike 3. Mai 2016 um 6:42. 1 Energy Siphon 2. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. Stellaris is completely and totally soft sci-fi. For direct-fire guns to go alongside missiles, I favor disruptors, yeah. Phase disruptor are not. The title is the question im asking here. Stellaris Combat Rebalance has a new meta. But baseline, a. 花1分钟创建用户后就能进行编辑 :) 登录 注册. DeanTheDull Necrophage • 2 yr. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris 3. Particular_Jicama_97. May 21, 2017 @ 5:44am Yes but those take time and need engineering then physics. Disruptors are bad if the enemy have only hull or low amounts of shields/armor compared to hull. ago. Refire rate and general stats have been adjusted. There is a Synopsis with the conclusions at the end of the post. 2 Ancient Cavitation Collapser 2. Full Disruptor fleets can be a thing, but the issue is raw DPS. The rest of the Stellaris combat ships, and their advantages and disadvantages, are at the Battleship, Destroyer, Titan, Cruiser and Colossus pages. 对该项目的细节说明请添加至相关页面. Report. You won't use them. My guess is that it was a reused art asset. Artillery battleships are still good, but instead of megacannon/neutron torpedo like the old days you want tachyon lance/kinetic artillery. It's just not worth polluting your tech tree with the repeatable techs it unlocks and more Defense Platform hull. 2. 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. Kinetic weapons (Gauss Cannons) are good against. I wouldn't put them on Battleships, though. AI is so bad you could have PD spam as your dps as long as you have the numbers. ago. Fallen Empires and Crisis fleets tend to be very light on hull, but heavy on shields and armor, and so effects that bypass them end up being very strong. Stellaris is not that difficult and playing like that is not even fun except if. 3, no longer locked to ethics or civics every player. kinetic are outgunned my kinetic artillery. Disruptors in game are described as “Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. This is a problem that most modifiers have in Stellaris; instead of each one multiplying the output of the previous one, they all get added together and then applied to the base value. Mono-cruiser fleets are totally viable. 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. It’s not the be-all-end-all weapon, just a very useful one for early portions. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. 1. That being said, their granddaddies the Focused Arc Emitter (X-size weapon) is an insanely good and strong weapon. 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 techs and don't use crystal plating). They term in game is strike craft, by the way. 例如:“异种保护区”(建筑)的特殊说明请在. ago. Third option seems flawless as unbidden don’t use point defence. 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. Deus Vult brothers. 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. Stellaris. Railguns still are useful if you stick them on. Improved Structural Integrity is actually a tech I never research. 4. The less obvious answers: design your ships better to fight them, and use the right ship types. The idea should be easy to do, the mechanic proably not so much. #14. You won't use them. They can protect your battleship fleet from torpedo corvettes. 6. It starts out small with disruptor fleets having deceptively small fleet power values and taking out fleets double their size or so, eventually runs up to battleships where you take out the enemy's ships when they either only take out your. Nov 9, 2018 97 0. ; About Stellaris Wiki; Mobile viewThis page was last edited on 14 October 2017, at 11:47. The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. If you don't have Alpha-Strike, PD-corvette swarm is the way to go to dodge the Tempest's Instant Kill laser. )Mr. Plasma is pointless, just use lasers. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. I know stellaris ship design is a lot of countering enemy ships, but in general, is having a fleet that mainly targets hull a…Stellaris. Disruptors are mostly niche. Especially if you're aiming for kill rate you'll need very specialized fleet. Malaficus Shaikan May 6, 2022 @ 11:15pm. You don't mention what kind of ships you're using, but if you have cruisers or battleships, make sure they're fully armored. The upgrade is ion disruptors where instead of individual electrons or protons entire ion molecules are being projected. Its almost like two options are interchangeable. Feedback on where you faced an issue can. Losttruppen Colonel. 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. Plasma is good, but it should also be paired with kinetic weapons. Compatibility & Disclaimer. 0 unless otherwise noted. 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%. 1. 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. Missiles are also horrifically countered by PDS~~/Strike Craft~~, so anything heavy on missiles is a self-solving problem. When tried out the disruptor builds like 99% of enemy ships. Strike craft are good against small ships (corvettes and to a lesser degree destroyers) and they are the best form of point defense in the game. Soon there will be nothing left of the poor titan bar dust and debris and the sated swarm will. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is. 6 is now available on PC. 0 unless otherwise noted. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Corvettes are why missile spam is good right now. And to. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 6 Fleet Meta Prediction. 3 Plasma Launcher 2. But once the AI starts making primarily cruisers and battleships, or the crisis comes around, I always update my battleships to spinal/large ships because disruptor range is trash and arc lightning DPS is also trash. Yeah, I run pure plasma and haven't had issues against the AI. 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). 4 Anti-Shield 2. Gun battery - kinetic weapon, bonus. naturally need too reduce the 100% penetrations too something more reasonable but this way its great against. #stellaris #deusvult #crusadesStellaris Tech Tree. Definitely strong, but given how expensive planetary ascension is that doesn't look out of line at all. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. problem is aside. Description. 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. 2 Null Void Beam Disruptors are pretty underwhelming. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. This seems more like the regular disruptor however it also sounds like it needs new physics to explain. Content is available under Attribution-ShareAlike 3. Oct 12, 2022. Refire rate and general stats have been adjusted. Compatible with Stellaris v3. 50, vs Gamma lasers at 6. 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. If they're running shield-popping weapons, focus more armor so it takes them longer to chew through it all. Best. The biggest distinction on what is meta is when warfare becomes reasonably possible. I'm not a fan of this new type of ship parameter. Pre-FTL civilizations should now generate defensive armies. Penetrating weapons (Disruptors and Lightnings) excel in two periods: early-to-mid game and very-late game. The disruptor won on 1:1 ratio 2 hardener picket cruiser vs disruptor picket cruiser. Nathan Kraats. 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. 1. Go to Stellaris r/Stellaris. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. So what's your opinion on the ascension rework in 3. TTundri • 6 mo. Next video will be an actual shitpost, more like my first one. 6 and will get you killed by anything that isn't a disruptor corvette. It does, however, show Ion Disruptors as a completed tech. 权重修正:. 8. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. A quick search reveals that shield hardening apparently stacks. I usually use Arc Emitters + CLC + Disruptors (ie all energy), but if you have bonuses or better tech in kinetic or missiles that's fine, just pick the weapons that will bypass as much of their shields and armor as possible. Apprehensive-Wolf-32 • 4 mo. Paradox have released the latest DLC for Stellaris with the First Contact Story Pack, along with a free update for all players. Business, Economics, and Finance. Autcannons are good, but can't compete with just bypassing all shields and armor. I'm curious if anyone has done the math to see if the low damage is a worthwhile tradeoff; it seems like they could be valuable, since they can immediately. 1 Mining Laser 2. Early game there are not many ships with high hull, since those are relatively rarer techs (there's no direct upgrades in tiers like armour or shield, and the crystal platings have been reduced massively). Subscribe to download. 3. 2. Cloud lightning is an L-size weapon with range 70 and average damage 11. both of those weapons also ignore shields and armour just like disruptors do. --------------. You'll want to build larger ships (as they benefit more from armor) and fill them with armor. Another variant is to add disruptors instead of laser or gauss cannons so shields will be completely bypassed. Stellaris. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. FTL drives are improved with advancing technology, eventually unlocking drives which can "jump", moving from one system to another in an instant. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Depending on your empire ethics will determine the interactions available for you. Also Arc emitters become very good since they ignore 100% armor and shields and all damage. 3. I think you need about 0. Shields can be stacked higher than armour. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. So now disruptors are bad. Just slap those bois everywhere till you get battleships, then rush for arc emitters and kill void clouds to get cloud lightning. Of course I'm going lance + 3 plasma, and in the last slot i'm very tempted to use disruptors although everyone seems to advise KA, question is why? with 3 plasmas /battleship + some on the cruisers, I have plenty of damage bypassing armor, the point of the last slot is to both limit overkill and deal with shields, so why. Honestly, given the rest of your build: 1.