stellaris disruptors. ) are good against armor but bad against shields. stellaris disruptors

 
) are good against armor but bad against shieldsstellaris disruptors  Depending on your empire ethics will determine the interactions available for you

The L-sized version of the disruptor, Cloud Lightning, is only available from researching debris from defeating void clouds; I think I end up getting. Sillez_zockt. 0 unless otherwise noted. Depends on who you're fighting. Name: Tier: Type: Cost: Power: Min Damage: Max Damage: Cooldown: Average Damage: Range: Accuracy: Armor Penetration: Shield Damage Bonus: Shield PenetrationCorvettes with the 2S1PD section with disruptors&flak and destroyers with L Mount disruptor and flak shoud do okay. Disruptors. You can build cloaked ships and the cloaking tech level competes with the sensore tech level, with an additional bonus of an accension perk being used for. And to a lesser extent the cloud lightning weapon. Its almost like two options are interchangeable. Prioritizing physics will allow you to unlock new weapons, armor. 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. 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. The range is too short and Battleships are all about long range. Disruptors have the same problem Autocannons (the intended anti-corvette weapons) have - too low damage per hit. 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. Όλα. Think 2 people did the maths on kinetics in a previous thread, they both agree the kinetic difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets. 6 is now available on PC. ago. Depends on the enemy’s defenses. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. important stuff: you need lasers maximised in order to get tachion lance, the X-sided weapon for cruisers. The DLC pack includes three new tracks from fan favourite composer Andreas Waldetoft. 1. If the enemy is using PD you might have problems but they usually go regular weapons. shadowtheimpure. ; About Stellaris Wiki; Mobile viewThe advantage of Disruptors is how early you can get them, and how long they last into late/endgame. 2. I often combo with Evision Corvettes with Picket, Torpedo+Missile+Gunship cruiser, and. 3. 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. For your defenses use as many shields as you can to counter their energy weaponry. 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%. I dont think the bad is bad. Any non-penetrating weapon on a disruptor fleet is probably worthless. Plasma is pointless, just use lasers. . Anti-Corvette Fleet. 6 combat rebalance against powerful torpedo and carrier f. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is. The strongest is the still the Fanatic materialist, Xenophobic, technocratic oligarchy with meritocracy (and masterful crafters later). Stellaris fleet getting destroyed. 1. Take two weapons - say, a disruptor with 100% accuracy and a plasma cannon with 80%. While Stellaris’ 4X-flavored. 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. 1 Mining Laser 2. You won't use them. I think you need about 0. modifier. 0 unless otherwise noted. In order versions of Stellaris there were 2 types of strike craft and the fighter type explicitly would attack missiles and other strike craft. Stellaris UI Suggestion: Stellaris UI Improvement (Planet UI and Build Queues) EU4 Suggestion: Improving Development: Development: Dynamic and Mana-based. I know I'm late to the partyDiscord: used:Lucky Channel no ThemeBlaZeon - Emergency Avoidance (SMW Custom Music)Pokémon Bla. 1; Reactions:. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Looks like your opponent had good amount of PD. Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. Battleships with arc-emitters shielded and by torpedo corvettes make short work of the fallen empires who thought they could invade my borders. Authors description: Amazing Space Battles. Cloud lightning has too short a range and dps to be worth using. 4. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. 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. Another variant is to add disruptors instead of laser or gauss cannons so shields will be completely bypassed. ; About Stellaris Wiki; Mobile view Full Disruptor fleets can be a thing, but the issue is raw DPS. Disruptors are bad if you mix them with weapons that dont ignore shields or armor. Soon there will be nothing left of the poor titan bar dust and debris and the sated swarm will. Using dark matter tech on your disruptor corvettes is horribly, horribly uneconomical. Choose weapons that ignore or are more effective against the enemy’s ship design. 7 Badges. Missiles are also horrifically countered by PDS~~/Strike Craft~~, so anything heavy on missiles is a self-solving problem. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 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. 2. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. both of those weapons also ignore shields and armour just like disruptors do. I was looking into the megacorp and am struggling to understand how they shine. AI empires are more likely to use disruptors in 3. There are hostile crystalline entities of red, yellow, blue, and green throughout the Galaxy, and defend their home crystal with 4 fleets. 1 Disruptor 2. The upgrade is ion disruptors where instead of individual electrons or protons entire ion molecules are being projected. 3. My last game got him and corvette fleet had 90% evasion. Stellaris. It's a good idea to have some PD mixed in too. Once again, your choice depends mainly on the enemy fleets you’re facing. Full Disruptor fleets can be a thing, but the issue is raw DPS. 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. The Humans discovered this, and ended up fighting the Flood, which they lost really bad and started to go on the run. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. The best strategy with awakened empires is to try to deal as many casualties as possible. If you want specifically Destoryers, it depends on the corvettes you are facing. Even when the little buggers are destroyed, there are still big juicy ships with a lot of shielding to defile and the idiots with the big guns. . Now countered by armour, or by shield hardening, so best used paired with. 拥有 军国主义 思潮. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. 如果满足下列条件,则系数 × 1. The biggest advantage and weakness of carrier fleets is there range. Elcuern0 • 3 yr. In both cases you want maximum afterburners to close the distance in the first case or kyte in the latter. 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. Medium disruptor has range 60 and average damage 6. Videogames, Guides, Cheats and Codes. 3. The three key techs are blue lasers, corvette build cost reduction and extra corvette hull. Arc emitters and cloud lightning. 3 Penetrating 2. They disengage, but often won't destroy the ship. 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. The inability to rearm the dreadnought with shield hardeners makes it. Prevented AI Cyborg Hivemind empires from assimilating already cyborg hivemind pops, which could get them stuck in endless assimilation. As for the "best" corvette build- early game it doesn't matter. These are also easily moddable via its file, see #Tiers . Related. You equip the same as with any others. . Physics is the primary technology path you will be going down if you want to maximize your battle capabilities. 9. Science fiction novels that might be interesting to Stellaris players. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. Or with. 27. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. ) are good against armor but bad against shields. 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. Then create two ships, and deck it out the exact opposite of what you did with your fleet. Really don't trust Focused Arc Emitters dmg and range when enemies get close. 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. If the enemy is using PD you might have problems but they usually go regular weapons. . By James. most contingency fleets burn through armor, seeker drones penetrate shields - so focus on shields, counter their strike craft with your own+point defense. Jul 7, 2021. At 40 repetitions you have increased the damage by 200%. the 100% shield & armor ignore is tempting. 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. Stellaris is a game with a lot of details to it, and can take a while to understand. 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. Its range could be better (it's more the L-slot version of a Disruptor than it is a dedicated L-size weapon, and doesn't have the 120 base range that those have) but its ability to score. The rest of the Stellaris combat ships, and their advantages and disadvantages, are at the Battleship, Destroyer, Titan, Cruiser and Colossus pages. 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). And both suck against shields so eventually you will need disruptor as secondary weapon. A pure Disruptor Cruiser will. 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。. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. You can try whittling them down gradually with waves of cheap ships like torpedo/disruptor corvettes. Their a specialty weapon. All of these problems pale in comparison to the end-game crisis. 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. They fit on completely different types of ships. Oct 15, 2022 @ 1:20pm. 0 unless otherwise noted. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. If you encounter them in multiplayer, crystal plating is the counter. That holds true enough in Stellaris and Rapid Deployment helps a lot with it. Stellaris: Disruptor Devastation. Disruptors ignore armor and shields, but have the weakness of having low DPS (also hardening, but the AI doesn't use that). Unexpected Mineral Seams is a colony event chain that has a very small chance to. ; About Stellaris Wiki; Mobile viewThis page was last edited on 14 October 2017, at 11:47. Also Arc emitters become very good since they ignore 100% armor and shields and all damage. Mai 2016 um 6:42. phase distruptors suck big time. Unsure. 3. 1 Laser 2. Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't advance themselves Anything artillery - minimum range is terrible, and the battleships can't fire their Spinal guns while retreating to max range. 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. Cruisers can use Disruptors, but you don't want to go pure Disruptor since the damage output is mediocre. 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. General Damage is best done bye Gauss Cannons. 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. The biggest distinction on what is meta is when warfare becomes reasonably possible. As they cannot be mounted in large slots, they are at a serious range disadvantage, meaning that they’re never actually fired. can he handle the TRUTH? This Video will answer his. 0 unless otherwise noted. 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. . Armors and shields can be upgraded, and that means they are stronger and stronger, but hull. 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. They term in game is strike craft, by the way. 23 votes, 22 comments. r/Stellaris. Disruptors work best when you go all-in on them so that you can completely ignore enemy shields and armor. Stellaris is not that difficult and playing like that is not even fun except if. . Plasma is good, but it should also be paired with kinetic weapons. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. The less obvious answers: design your ships better to fight them, and use the right ship types. advertisement. . Kinetic weapons (Gauss Cannons) are good against. Also crystal infused/forged plating can add to hull. Best example is disruptors. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Have only so many chances to roll for Disengage. Plasma Weapons: + More base damage than disruptors, but less than a laser. disruptor corvettes are indeed a great option. Nov 9, 2018 97 0. Increase the maximum range of weapons by 100% or so. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. limonbattery • 5 mo. Finally, some of the more exotic weaponry have some weird weights to them. 对该项目的细节说明请添加至相关页面. 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. kinetic are outgunned my kinetic artillery. They seek to prevent a technological singularity by eliminating any species capable of creating sentient AI. 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). Cheaper Alloys cost than armor. The meta is dominated by Torpedoes, Carriers, and Artillery. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Meewec Jan 5, 2020 @ 12:05am. Reply. The disengagement clearly didn't worked in the beta patch for one example. Not having to fight down those makes disruptors worth using. Destroyer with 2 autocannons. In most cases yes. I'd be curious about this, too. Go to Stellaris r/Stellaris. modifier. Instead, the techs that you can research are randomly selected from the available techs (from the official Stellaris wiki):. However, in order to win this way you will need a solid economy of your own and enough military power to. ago. Also, the Plasma and Autocannon weapons (and Disruptors. . 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. Cloud lightning is an L-size weapon with range 70 and average damage 11. 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. Third option seems flawless as unbidden don’t use point defence. Stellaris will throw a lot of curveballs at you while you play. Neutron launchers front load, making for far superior weapons for L slots. I'm not a fan of this new type of ship parameter. . They are good against all Corvettes except the ones that are equipped with Phase Disruptors or Picket Ship modules. 13. Depending on your empire ethics will determine the interactions available for you. Rogue Agent. 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. Stellaris. 4 and didnt realize this was a thing now lolThis Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles. - Lowest Range. Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. This means, you could build a Destroyer with 3 Second Tier Antimatter Disruptors and all shields that would just laugh at Neutron Launchers. Cloud lightning is an L-size weapon with range 70 and average damage 11. The disruptor, however, will do its job of shredding shields just as efficiently against a battleship as a corvette. Consumes power. Missiles and disruptors have been buffed in 3. 3. They'll never leave their system or disengage. Imo, yes. 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. Autcannons are good, but can't compete with just bypassing all shields and armor. 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. 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. 权重修正:. BETA: Shield Hardening. 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. 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). 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. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. It does, however, show Ion Disruptors as a completed tech. Distruptors are good brawling weapons for close range front line ships. Shields. Subscribe to download. Stellaris Combat Rebalance has a new meta. In this video I show how disrupters are highly effective against smaller ships even when used by larger ships such as Cruis. The user interaction aspect utilizes a card shuffle approach rather than a traditional tech tree. Interact with diverse alien races, discover strange. your opponent used lots of small ships. ago. (long. Disruptors can be equipped on the artillery slot of battleships right? You use them after high repeatables for 10x or 25x crisis since it ignores their armor and shields. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. A pure Disruptor Cruiser will have 5 M Disruptors at 2 S Disruptors, which only gives 45 DPS. Find a partner. Not enough. So, let’s take this opportunity to explore how the cloaking technology in Stellaris: First Contact works. Feedback on where you faced an issue can. 391K subscribers in the Stellaris community. What Was The Intention Behind the Cloaking System? In the 289th Dev Diary published by Stellaris developers Paradox. 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. Your disruptor is also shorter range. Disruptors and Defense platforms are both terrible for the same reason: disengagement. Radical Cult is one of the 4 story event chains that can take place very early, having a 10% chance to occur. This seems more like the regular disruptor however it also sounds like it needs new physics to explain. Another good strategy is to use cloaking to engage at point blank range. A quick search reveals that shield hardening apparently stacks. plasma weapons are great against high armor targets with low-ish evasion (ie. 6 orion. Im somewhat new to stellaris and in general not getting my ass handed to me in wars is my weakest part of the game. 3 Plasma Launcher 2. Strike craft are a godsend against corvette swarms. Flak on the other hand starts at 50 Tracking and ends at 70. Best. Two autocannos and a plasma makes them quite good. 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. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. It dies basically every single time I put it into a fight against a decent fleet. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 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. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. 3 Arc Emitter 2. With the upgrade after that being obligatory quantum insert. disruptors are near worthless against anything that's hull makes up more than 1/3 of it's total health. Improved Structural Integrity is actually a tech I never research. 1) Cruisers are "poor man battleships" and should be avoided. 1. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. In Stellaris "It depends" is very much the thing. 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. 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. That's an issue for them. When tried out the disruptor builds like 99% of enemy ships. Corvettes in general are weak to disruptors as they don't have a lot of hull points. A new Stellaris update 3. But baseline, a Disruptor has less than half the average damage output of any other equivalent weapon. The player will be required to defeat several relatively weak fleets and may be able to analyze debris for early ship components in addition to the engineering. Have only so many chances to roll for Disengage. What’s up everyone. DeanTheDull Necrophage • 2 yr. B. 1 Energy Siphon 2. Disruptors are similar (S slot is much more efficient than L slot), and disruptor corvettes are almost unstoppable until hangar cruisers arrive. Ion Disruptors 8000: 3 Ion Disruptor Disruptors Base: 65Regular disruptors are all or nothing kinda deal. 例如:“异种保护区”(建筑)的特殊说明请在. 2 Shields is overkill. This page was last edited on 14 October 2017, at 11:48. Contingency uses lots of shield and armor, so penetrating weapons like the arc emitter and disruptor work best against them. 0 unless otherwise noted. Disruptors are only worth picking up once you're ready to go for Arc Emitter. 2 Particle Launcher 2. Stellaris Real-time strategy Strategy video game Gaming. 3. ago. Simplicity is good in this context. 6. Just swap the artillery core for the carrier core and leave everything else the same. + Requirement for Particle (and Tachyon) Lances. 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. Disruptor Corvettes are great. Stellaris. Energy Weapons (Lasers, Neutron Launchers etc. As the corvette swarm enters its feeding frenzy, the cornered titan begins to helplessly cry for its fleet mates. large ships), but corvettes don't have high armor and they have high evasion. You can take out most stations from beyond there weapon range with carries without so much as a scratch on your ship but if a fleet gets into weapon range there boned. 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. It depends heavily on how the Corvettes were armed. 0 unless otherwise noted. As far as I'm aware, Disruptors can't even hit strike craft. A sidenote, that the actual casualties of the dirsuptor were MUCH greater pretty much all the time. 3. Stellaris. I'm not a fan of this new type of ship parameter. Bcs they are op. 2 Anti-Hull 2. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Missiles are also horrifically countered by PDS~~/Strike Craft~~, so anything heavy on missiles is a self-solving problem. ago. 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. 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. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. You can beat a 5K fleet with a 2. 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. • 1 yr. Stellaris. This means, you could build a Destroyer with 3 Second Tier Antimatter Disruptors and all shields that would just laugh at Neutron Launchers. 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. Also destroyers are bad. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game.