Stellaris. More information can be found in Stellaris Dev Diary #293. ) are good against armor but bad against shields. 拥有 军国主义 思潮. Όλα. Early on your two guaranteed habitables can be used for 1 energy 1 mineral, or alloys if you want to go to war early. disruptors are near worthless against anything that's hull makes up more than 1/3 of it's total health. 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. Content is available under Attribution-ShareAlike 3. Distruptors are good brawling weapons for close range front line ships. Looking forward to test the fleet builds again, and check if the AI issues are fixed. At the start they are wrak, but they fully bypass armor and shields, going directly to hull. In order versions of Stellaris there were 2 types of strike craft and the fighter type explicitly would attack missiles and other strike craft. Disruptor-class counters everything; Missile-class Corvette. Cruisers with a torpedo front, a hangar mid, and the gunship stern. So now disruptors are bad. limonbattery • 5 mo. Just because the corvettes are cheep to build and replace. Exarch_Alpha. Shields. - Lowest Range. TTundri • 6 mo. Phase disruptor are not. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. You can beat a 5K fleet with a 2. 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. This page was last edited on 14 October 2017, at 11:49. But baseline, a. You want anti-armor/anti-hull weapons. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. The strongest is the still the Fanatic materialist, Xenophobic, technocratic oligarchy with meritocracy (and masterful crafters later). + Requirement for Particle (and Tachyon) Lances. 1 Disruptor 2. 权重:75. The obvious answers: larger fleets, with better tech, and more of them. 462. Disruptors have never been anything to write home about, so you can ignore them. Embarrassed_Quit_450 • 1 yr. Don’t get me wrong I do run with at least one battleship in each fleet, especially one equipped with a spinal mount bow. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. I find myself just getting back into Stellaris and I was an avid robot build user. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. 如果满足. 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. That's an issue for them. ; About Stellaris Wiki; Mobile view Full Disruptor fleets can be a thing, but the issue is raw DPS. ; About Stellaris Wiki; Mobile viewFull Disruptor fleets can be a thing, but the issue is raw DPS. Stellaris Fun Facts or Multiplayer VideosI make Stellaris Guide Videos filled with Memes(Used to be)Inspired by Nurse and TrupenMy Twitter: The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Penetrating weapons like missiles and disruptors are decently valuable and small autocannons tend to be the. . important stuff: you need lasers maximised in order to get tachion lance, the X-sided weapon for cruisers. Incredible finds out the truth about StellarisFinding out the truth about Ship Designs In Stellaris. Stellaris is a game with a lot of details to it, and can take a while to understand. 1 Laser 2. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Cheaper Alloys cost than armor. 3 Arc Emitter 2. ; About Stellaris Wiki; Mobile viewLater game, disruptor corvettes are better than missiles. If you have high evasion AND have enough pd to take out the nanite swarms before they reach your fleet this will go nicely. Depends on the enemy’s defenses. The disruptors are not. level 1. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Make a species with Engineering, natural intelligence and sedentary, use the mechanist origin. But, I have no idea for larger ships. Stellaris Fun Facts or Multiplayer VideosI make Stellaris Guide Videos filled with Memes(Used to be)Inspired by Nurse and TrupenMy Twitter: place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Members Online •. 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. Then they all do damage to the hull, and disruptor damage is very low compared to the rest. Use plasma cruisers or plasma battleships. 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. 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. Stellaris has too many macro-level setup implications that change what is or is not meta from galaxy generation. Particular_Jicama_97. Play tested but certain events, special projects/anomalies could be effected. In this video I show how disrupters are highly effective against smaller ships even when used by larger ships such as Cruis. - After researching cloaking, most science ships belonging to AI near Fallen Empires with closed borders become permanently trapped in emergency FTL as they keep trying and failing to path. 2 - Starfighters. lasers are outgunned by plasmas. And rest of my fleet is destroyers with disruptors and swarm system. This means, you could build a Destroyer with 3 Second Tier Antimatter Disruptors and all shields that would just laugh at Neutron Launchers. ago. At 40 repetitions you have increased the damage by 200%. May 21, 2017 @ 5:44am Yes but those take time and need engineering then physics. 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。. These can evicerate high-evasion vessels like corvettes, but are less effective against high-HP units. While -100% job upkeep is a strong bonus, it's not inherently overpowered. Related. That means corvettes are way more likely to disengage rather than die outright. Enjoy the game! Immerse yourself in the exploration of a changing universe full of wonders! Check out this mod and modify your Stellaris experience. The drones are the most relevant, as they bypass 100% of shields and 60% of armor. * Bugs, Feedback and Suggestions. ago. 6. Blocked pops with the Psionic trait to also receive the Latent Psionic trait. 1. A new Stellaris update 3. 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. 2 Ancient Cavitation Collapser 2. Missiles and disruptors have been buffed in 3. ; About Stellaris Wiki; Mobile viewThe advantage of Disruptors is how early you can get them, and how long they last into late/endgame. These shred shields but to little damage to armor. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. 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. 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. Both! Kinetic weapons have a bonus against Shields and malus against Armor, while Laser ones have the opposite. There are hostile crystalline entities of red, yellow, blue, and green throughout the Galaxy, and defend their home crystal with 4 fleets. Stellaris will throw a lot of curveballs at you while you play. When first discovered, a fleet of disruptor corvettes can take on significantly larger fleets of conventional corvettes and cause devastating losses while taking very few themselves. Yes one of the Awaken Empires the holy Guardians have mental powers. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by. Gray Tempest has evenly balanced defenses, but their hull isn't paper-thin like the Contingency's; your best bet is a mix of energy-kinetic. 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. If you can get Crystal Hull tech this can help you build ships more for less. If you want to get an idea as to what the complete Stellaris tech tree looks like, you’ll want to start with this tool. 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. Meewec Jan 5, 2020 @ 12:05am. Content is available under Attribution-ShareAlike 3. Full Disruptor fleets can be a thing, but the issue is raw DPS. Disruptors are bad if the enemy have only hull or low amounts of shields/armor compared to hull. You might win some battles but your losses will probably be worse than theirs. You don't mention what kind of ships you're using, but if you have cruisers or battleships, make sure they're fully armored. Stellaris is completely and totally soft sci-fi. 1 Overview 2 Energy weapons 2. I dont think the bad is bad. Disruptors are only worth picking up once you're ready to go for Arc Emitter. Stellaris: Disruptor Devastation. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. Should a cruiser have two artillery slots with lightning cloud, or just one lc and a bunch of disruptors? Should battleships have an arc emitter and nothing but lightning clouds, or should I. problem is aside. Torpedo corvettes are countered by PD. What matters is numbers and timing. These extradimensional invaders come to the galaxy in an attempt to make the universe similar to theirs - regardless of what that means for its inhabitants. 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. large ships), but corvettes don't have high armor and they have high evasion. The next two are the only real 'Choice' involved here. Focus on getting combat computer tech and use swarm. List of all technology ids to be used with "research_technology" debug console command. nightgerbil • 5 yr. However, this build has the. Stellaris. On the long-range side there's also Neutron Launchers, Kinetic Artillery, Strike Craft, and Tachyon Lance. L-Cluster. . 1 Laser 2. The upgrade is ion disruptors where instead of individual electrons or protons entire ion molecules are being projected. Bcs they are op. You’d want to specialise your worlds if possible. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. ). Reply. Could have been a legendary leader? Theres one guy who gives +50% evasion. "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. When tried out the disruptor builds like 99% of enemy ships. This build is super powerful for tech rushing, expansion and war. 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. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. AI empires are more likely to use disruptors in 3. 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. Description. A fleet will initiate FTL travel when any ship in. 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. Otherwise you are mixing the bad traits of both, rather than exploiting the good of either. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. Hi guys, Can you explain what is the problem with disruptors? Also, what other weapons - aside from missiles - is buggy at the moment? your input will be greatly appreciated- @GloatingSwine also, @Lex Peregrinei think i will try fleets of disruptor corvettes and cruisers in my next game. 9. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Jul 7, 2021. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Each ship class has two hull upgrade techs in engineering, so it isn't static. Oct 20, 2016 824 1. 10 Pyxis update - you can find a bit more info on the Steam page. 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). There's a few builds that work very well. When tried out the disruptor builds like 99% of enemy ships disengaged, because of the low damage of the disruptors. Yes, FAEs are the ultimate lategame weapons. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. A focused arc emitter + cloud lightning battleship is hitting for 150. Autcannons are good, but can't compete with just bypassing all shields and armor. In Stellaris "It depends" is very much the thing. I've noticed that my neighbors…In my current game, where I had to be defensive for the first 120 years, I found disruptors to be optimal (didn't have to worry about multiple…Devouring swarm, strike craft, and disruptors for green beams that go through shield and armor for the "acid". If your shields and armor can take it, good. In both cases you want maximum afterburners to close the distance in the first case or kyte in the latter. Finally, some of the more exotic weaponry have some weird weights to them. Shields can be stacked higher than armour with. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Oct 15, 2022 @ 1:20pm. By James. Carrier ai can increase that and thus can increase engagement range. 1. Depends on the enemy’s defenses. These are also easily moddable via its file, see #Tiers . It very much depends. Fist one is supper effective against shields but utterly useless against hull, second one ignores shields but have ridiculous min damage of 1. 3. Stellaris. Disruptors are pretty underwhelming. CryptoStellaris 50512 Bug Reports 31005 Suggestions 19176 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Mining lasers are now classified as Brawling weapons. Imo, yes. Stellaris 2. 13. 4 Anti-Shield 2. Notes: The table shows the default names/icons of techs. As armour and shield rises, the more a Disruptor's worth can rise. Waltz in, waltz out. 权重修正:. If you use auto-generated ship designs those will also be improved. e. 200% efficiency against armor and shield while dodging all heavy. 23 votes, 22 comments. Have one guy do all point defense, and the other guy do all missles. 0 unless otherwise noted. They seek to prevent a technological singularity by eliminating any species capable of creating sentient AI. Railguns still are useful if you stick them on. 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. 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. If you don't have. So just get blue lasers and go. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Mining lasers are now classified as Brawling weapons. 1. · 5 yr. 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. 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. Content is available under Attribution-ShareAlike 3. Go to Stellaris r/Stellaris. For the Unbidden, their big deal is HUGE shields, and not much else; while you. . In beta disruptors are like missiles, and torpedos. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Why NOBODY Wants To Play Stellaris MultiplayerNOBODY Wants To Play Stellaris Multiplayer, but WHY? This Video will answer your question on WHY Stellaris Mult. But baseline, a Disruptor has less than half the average damage output of any other equivalent weapon. Find a partner. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. ago. Winning battles across the stars is about adapting to the enemy's loadout and. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. This mode. Null void beams vs disruptors vs strike craft and missiles. The rest of the Stellaris combat ships, and their advantages and disadvantages, are at the Battleship, Destroyer, Titan, Cruiser and Colossus pages. 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. That being said, their granddaddies the Focused Arc Emitter (X-size weapon) is an insanely good and strong weapon. Corvettes are why missile spam is good right now. Sillez_zockt. 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. Yeah, I run pure plasma and haven't had issues against the AI. First Game on 3. Feedback on where you faced an issue can. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. As a devouring swarm, I only ever build up to a maximum of 12 soldiers and set them to aggressive and they automatically land on the planet when the system is taken if they have a good chance at winning. Gun battery - kinetic weapon, bonus. (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. Let’s discuss what’s the bests weapons to fight unbidden crisis ships. PD is slightly harder hitting, Flak can reach a higher Tracking. When they lost at 1,1 ratio, then the disruptor lost 42 ships from the 44. 10] This mod aims to guide the AI empires to design its ship designs more effectively and adds a few ship sections I felt were lacking. At the very least , the days of trying to overkill ships is over. Also Arc emitters become very good since they ignore 100% armor and shields and all damage. Do not bring destroyers or corvettes into the battle as the scourge will decimate them. Disruptors ignore shields and armor completely and do damage on the hull directly. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Saying by the time the unbidden role around is rather odd when they can spawn to whatever date and research the player had chosen. 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. Content is available under Attribution-ShareAlike 3. Destroyer with 2 autocannons. . Another variant is to add disruptors instead of laser or gauss cannons so shields will be completely bypassed. What I'm seeing is a technology that unlocks S-, M-, and L-slot Plasma weapons versus a technology that unlocks only S- and M-slot Disruptor weapons versus a technology that unlocks only S-slot Autocannons. Also crystal infused/forged plating can add to hull. Vote. Battleships with arc-emitters shielded and by torpedo corvettes make short work of the fallen empires who thought they could invade my borders. Early rush: Disruptor They’re massively buffed, raw damage by a factor of 1. 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. 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. So for mid game,. Due to this, they're extremely good against stations in the early and. And to a lesser extent the cloud lightning weapon. Just slap those bois everywhere till you get battleships, then rush for arc emitters and kill void clouds to get cloud lightning. Depends on who you're fighting. Their a specialty weapon. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). A properly kitted equals size fleet (Kinetic artilley to start combat, and something like plasma for. But back to the OP, mixed (mono)fleet tactics will normally win out vs all monofleets. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. And torpedos just ignore the shield and hit the ship for hull points/armor mitigation directly. Compatible with Stellaris v3. 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. You won't use them. ) 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. 它们能够穿透护盾和护甲,对敌方的船体和船员直接造成毁灭性的打击。. They are capable of passing through shields and armor to. Disruptors are good as well, or at least the Small and X-Large ones (Arc Emitters) are. 4 Lance 2. Disruptors are fair damage against anything with shields. Not having to fight down those makes disruptors worth using. #14. So, let’s take this opportunity to explore how the cloaking technology in Stellaris: First Contact works. 5+ AND V2. 1 Anti-Armor 2. Theonar Jul 20 @ 3:26pm Hey, great guide! I created designs based off of your guide for all the ships, even with different weapon variations (disruptor and. I was looking into the megacorp and am struggling to understand how they shine. Contingency uses lots of shield and armor, so penetrating weapons like the arc emitter and disruptor work best against them. Energy Weapons (Lasers, Neutron Launchers etc. The counter to disruptors are weapons. So combined with t4 cinetic T2 plasmas are the best weapon system between 2230 and 2250. Alle Diskussionen Screenshots Artworks Übertragungen Videos Workshop Neuigkeiten Guides Rezensionen. 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. While inferior to battleships they can be deployed faster and are sturdy enough to survive a firefight. Disruptors and Defense platforms are both terrible for the same reason: disengagement. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. Missiles penetrate shields, so there's a viable argument for shield hardeners to some extent. They also work well as a complementary weapon on Torpedo Cruisers. Last edited by Treehugger; Oct 15, 2022 @ 1:50am #11. flak or pd depends on what you're facing off against. Stellaris Combat Rebalance has a new meta. Missiles are also horrifically countered by PDS~~/Strike Craft~~, so anything heavy on missiles is a self-solving problem. Full Disruptor fleets can be a thing, but the issue is raw DPS. So 15% high damage, but the Corvette has a number of other advantages. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. 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. 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. disruptor fleet vs standard fleet (same as battleship above, with torpvettes and battleships from here): Disruptors won with an average efficiency of 1. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. Swarmer missiles are very good at overwhelming enemy point defense and act as a diversion to your tops or missiles, not good on there own thou. 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. Really don't trust Focused Arc Emitters dmg and range when enemies get close. The inability to rearm the dreadnought with shield hardeners makes it. Disruptors have the same problem Autocannons (the intended anti-corvette weapons) have - too low damage per hit. Kumqwatwhat • 5 yr. 0 unless otherwise noted. 0 “Pyxis” and the Astral Planes Narrative Expansion released last. It is going to be focused on PvE, but a lot of these designs will also be a. Stellaris. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. 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. 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%. The Disruptor and Autocannon do pair decently with the torp. Don't stress about armor or shield tech. Mining lasers are now classified as Brawling weapons. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. Stellaris. In this video I show how disrupters are highly effective against smaller ships even when used by larger ships such as Cruis. TTundri • 6 mo. ago. 3. As rule of thumb mono-fleets are better than the ones with mixed ships at killing enemies. )Mr. 报警机器人 于6年前 修改了 此页面。. Missiles and disruptors have been buffed in 3. Two autocannos and a plasma makes them quite good. Torpedo assault carrier is the most balanced ship design. 2. Missiles are also horrifically countered by PDS~~/Strike Craft~~, so anything heavy on missiles is a self-solving problem. modifier. 2 Particle Launcher 2. Pure shield/disruptor corvettes are deadly against the Contingency, for example. ago. 2. Gray Tempest has evenly balanced defenses, but their hull isn't paper-thin like the Contingency's; your best bet is a mix of energy-kinetic. . Use kinetic if they do use shields, since that chews through the shields quickly. They rush your opponent and punch. The best anti-Corvette weapons are Hangars (ignores shields), Autocannons (gets massive damage bonus against shields), and Disruptors (ignores shields), so shielding is nearly useless. Learn more about Ships Reworked at GameJunkie. 2) Battleships with Arc Emitters and Cloud lightings are insanely powerful (especially with AI mod - because with it AI will able to get own repeatables too and since it pen weapons will start to win over "normal" one). 1 - They are just weapons in your ships and starbases. Design doesn't matter early on. - "Only" 50% AP, No Bonus vs. Its DPS is 4. 6, though they took a lot of damage and there was a wider deviance; this was less clear cut than the others. 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. They disengage, but often won't destroy the ship. (For some reason, the Scourge Missile corvettes are the most powerful, fleet-strength wise. Third option seems flawless as unbidden don’t use point defence. In Stellaris, there isn't a predefined tech tree that you have to follow through the game like in the Civilization series for example. At the very least , the days of trying to overkill ships is over. Refire rate and general stats have been adjusted. In ship designer strip all shields on your cruisers or battleships and fit armor on them instead. 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. Space warfare. 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. ago. Technology IDs.