Disruptor Corvettes are great. Medium disruptor has range 60 and average damage 6. Also crystal infused/forged plating can add to hull. Content is available under Attribution-ShareAlike 3. 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. That being said, their granddaddies the Focused Arc Emitter (X-size weapon) is an insanely good and strong weapon. As armour and shield rises, the more a Disruptor's worth can rise. Compatibility & Disclaimer. The more disruptors they have, the less actually effective weapons they have. 0 unless otherwise noted. Depending on your exact economic build, it'll be worth somewhere between +20% to +40% job output bonus. There are plenty of shield bypass weapons to combine Missiles with: Swarmer/Whirlwind Missiles, Hangars, Torpedoes, and. 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. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Penetrating weapons (Disruptors and Lightnings) excel in two periods: early-to-mid game and very-late game. You should use destroyers with Flak in your fleet because most of the gray tempests damage comes from their strike craft. Disruptors in game are described as “Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. 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). Members Online •. FE/AE and the Contingency are the best examples for this. 0 unless otherwise noted. This build is super powerful for tech rushing, expansion and war. You can post your Feedback and Suggestions here in the comments. Or with. 6. And torpedos just ignore the shield and hit the ship for hull points/armor mitigation directly. Stellaris: Disruptor Devastation. Distruptors yes, siphons no. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. Stellaris. Disruptors are bad if you mix them with weapons that dont ignore shields or armor. Disruptors, Autocannons, and Torpedoes are all very strong short-ranged weapons. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. r/Stellaris. In both cases you want maximum afterburners to close the distance in the first case or kyte in the latter. 8. (For some reason, the Scourge Missile corvettes are the most powerful, fleet-strength wise. 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. But yes, if you wanted to lean heavily into one form of protection or the other then 2-3x hardeners would be a necessity vs bypass weapons. It can work. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. A disruptor fleet will chew through almost anything. Also destroyers are bad. On battleships, late in the game. and Neutron Launchers. Stellaris. The counter to disruptors are weapons. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Large. That means corvettes are way more likely to disengage rather than die outright. Saying by the time the unbidden role around is rather odd when they can spawn to whatever date and research the player had chosen. 3 Matter Disintegrator 2. This page was last edited on 14 October 2017, at 11:48. 1, currently 3 weapon types, (Phaser, Disruptor, Plasma) 2. Corvette Fleets. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 1. Last edited by Treehugger; Oct 15, 2022 @ 1:50am #11. Ships in Stellaris basically only. 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. For direct-fire guns to go alongside missiles, I favor disruptors, yeah. At 40 repetitions you have increased the damage by 200%. Learn more about Ships Reworked at GameJunkie. Rogue Agent. Your disruptor is also shorter range. Missiles start with 0 Evasion and end with 40. • 10 mo. It lacks the bonus to hull damage lasers have. Depends on who you're fighting. Therefore, these 'vettes should be easily replacable and cheap. Stellaris 2. *Focused Arc Emmiters are OP. 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。. ago. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. 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). 1 Mining Laser. 权重:75. In this video I show how disrupters are highly effective against smaller ships even when used by larger ships such as Cruis. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. 2 Null Void Beam Disruptors are pretty underwhelming. Disruptors are bad if the enemy have only hull or low amounts of shields/armor compared to hull. flak or pd depends on what you're facing off against. Its DPS is 4. ago. 1. most contingency fleets burn through armor, seeker drones penetrate shields - so focus on shields, counter their strike craft with your own+point defense. You won't have time to get missiles because you need the engineering tech to get corvette build speed and +100 corvette hull. 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). 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. Eventually the shields and armor start being a major part of their total HP - early on, shields and armor combined are only 1/3. (scouge, contingency)But, like with most topics having to do with actual rocket science, this cloaking tech can be complicated. Toggle signature. 离子裂解炮 (Ion Disruptors) 解锁:在鼠标浮层中查看. 391K subscribers in the Stellaris community. 64 DPS. 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. . In most cases yes. Now countered by armour, or by shield hardening, so best used paired with. Technology IDs. ago. Cybernetic - Basically an upgraded version of the old Bio ascension. Lets break down every weapon available in Stellaris. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. With the upgrade after that being obligatory quantum insert. I think their main use is to rush Fallen Empires by baiting them first, then waiting for their fleets to arrive while all your fleets filled with short-range Disruptors idle right at the Hyperlane entry point. However, this build has the. 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. ago. Oct 15, 2022 @ 1:20pm. Refire rate and general stats have been adjusted. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. 6 “Orion” update includes many changes to combat. Content is available under Attribution-ShareAlike 3. The counter to disruptors are weapons. You can also modify your armor types. Disruptors ignore armor and shields, but have the weakness of having low DPS (also hardening, but the AI doesn't use that). I'd be curious about this, too. Any non-penetrating weapon on a disruptor fleet is probably worthless. Null void beams vs disruptors vs strike craft and missiles. Mining lasers are now classified as Brawling weapons. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Radical Cult is one of the 4 story event chains that can take place very early, having a 10% chance to occur. Legacy Wikis. The disengagement clearly didn't worked in the beta patch for one example. 9. If the enemy is using PD you might have problems but they usually go regular weapons. 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. Tier 0 is used for starting technologies. 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. Simplicity is good in this context. So, let’s take this opportunity to explore how the cloaking technology in Stellaris: First Contact works. Refire rate and general stats have been adjusted. At the start they are wrak, but they fully bypass armor and shields, going directly to hull. If you encounter them in multiplayer, crystal plating is the counter. Create 10 ships exactly the same in everything exept weapons. Sutopia. ago. Full Disruptor fleets can be a thing, but the issue is raw DPS. Looking forward to test the fleet builds again, and check if the AI issues are fixed. Disruptors, Autocannons, and Torpedoes are all very strong short-ranged weapons. This means, you could build a Destroyer with 3 Second Tier Antimatter Disruptors and all shields that would just laugh at Neutron Launchers. 1. The ones who escaped became the Flood, the basically zombie virus of Halo. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Plasma only has a niche against bigger ships that have bigger hulls and might actually be running hardening. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. Missile corvette spam is really strong. 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. So combined with t4 cinetic T2 plasmas are the best weapon system between 2230 and 2250. L-Cluster. Another good strategy is to use cloaking to engage at point blank range. Home;. Missiles penetrate shields, so there's a viable argument for shield hardeners to some extent. ) 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. All types of explosive weapons are your friend, especially in vast quantities that no amount of PD can stop. What matters is numbers and timing. A pure Disruptor Cruiser will have 5 M Disruptors at 2 S Disruptors, which only gives 45 DPS. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). For example the ancient laster (Cavitation Collapser), resembles normal lasers. Choose weapons that ignore or are more effective against the enemy’s ship design. 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. It was created by user Turanar, and is being kept up. Also crystal infused/forged plating can add to hull. 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. let's continue by stating what a terrible idea it is to replace like 20% of your weapons on a non shield&armor bypass build with Disruptors: in old Stellaris Disruptors have been just an extra shield damage version of energy weapons, nothing wrong with that - in current at least console Stellaris they are instead an energy weapon that. The sounds of its distress excite the corvettes all the more and their behaviour becomes ever more agitated. Contingency uses lots of shield and armor, so penetrating weapons like the arc emitter and disruptor work best against them. Physics is the primary technology path you will be going down if you want to maximize your battle capabilities. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. This is a merger for my other two weapon packs, as well as adding in romulan/plasma weapons. It dies basically every single time I put it into a fight against a decent fleet. Each ship class has two hull upgrade techs in engineering, so it isn't static. Missiles and disruptors have been buffed in 3. . Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. You can beat a 5K fleet with a 2. I want to return to playing stellaris after long break and I'm wondering what is current best fleet. There's no release date, but Astral Planes will release alongside the forthcoming Stellaris 3. AI is so bad you could have PD spam as your dps as long as you have the numbers. 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. Disruptors/arc emitter battleships are the best anti corvette ship atm. Since this is a Story Pack, it's not a full expansion. 1. 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. 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。. Mining lasers are now classified as Brawling weapons. Disruptors have the same problem Autocannons (the intended anti-corvette weapons) have - too low damage per hit. your opponent used lots of small ships. The problem that lasers and railguns have is that they just don't have damage or range. 4 Anti-Shield 2. In Stellaris, there isn't a predefined tech tree that you have to follow through the game like in the Civilization series for example. Go pure dps (20-30% disruptor + 70-80% autocannon / mass) Conversely, the bigger, the less significant shields or evasion will be, and the more significant armor. Destroyer with 2 autocannons. kinetic are outgunned my kinetic artillery. 5K fleet if you're specializing. 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 got total devastation on a planet that I set an army on that I never bombarded and it had no defense army. 对该项目的细节说明请添加至相关页面. In beta disruptors are like missiles, and torpedos. large ships), but corvettes don't have high armor and they have high evasion. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Improved Structural Integrity is actually a tech I never research. The meta is dominated by Torpedoes, Carriers, and Artillery. Flak on the other hand starts at 50 Tracking and ends at 70. You’d want to specialise your worlds if possible. Energy Point Defense can also be very useful. Completely bypass all shields and armor. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Meanwhile, try to expand outwards and look for suitable new colonies. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. Propulsion Proponent Proclamation. The trick is that you need to commit to either all disruptors, or no disruptors. The upside is that you don't waste research time on any weapon. 0 unless otherwise noted. Torpedos mostly, for the big wallop against big ships, supplemented with Scourge Missiles for their greater speed. Cloud Lightning is only good if you're using Arc Emitters as well. With the upgrade after that being obligatory quantum insert. Especially if you're aiming for kill rate you'll need very specialized fleet. There are several types of weapons that ignore shields, and none of them suffer against armor. Not enough. Disruptors are similar (S slot is much more efficient than L slot), and disruptor corvettes are almost unstoppable until hangar cruisers arrive. 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. Looking forward to test the fleet builds again, and check if the AI issues are fixed. 1 Laser 2. problem is aside. 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. So what's your opinion on the ascension rework in 3. This mode. Especially if you're aiming for kill rate you'll need very specialized fleet. Kinetic weapons (Gauss Cannons) are good against. 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. My guess is that it was a reused art asset. Finally, some of the more exotic weaponry have some weird weights to them. Business, Economics, and Finance. These are also easily moddable via its file, see #Tiers . 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. The Forerunners, a species created by the Precursors, got jealous, and declared war on the Precursors and genocided them. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Instead, the techs that you can research are randomly selected from the available techs (from the official Stellaris wiki):. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. In Stellaris "It depends" is very much the thing. Smarter Ship Design [3. However, there is one exception: defense platforms cannot disengage. 2. Finally, some of the more exotic weaponry have some weird weights to them. Missiles are also horrifically countered by PDS~~/Strike Craft~~, so anything heavy on missiles is a self-solving problem. I usually using few battleships with different specify weapons like Rocket hangars and artillery. 3. DeanTheDull Necrophage • 2 yr. 权重修正:. Have only so many chances to roll for Disengage. Waltz in, waltz out. Disengagement changes are particularly worrying. plasma weapons are great against high armor targets with low-ish evasion (ie. 13. Depends on the enemy’s defenses. The range is too short and Battleships are all about long range. If you don't have either, try and get them ASAP. You don't mention what kind of ships you're using, but if you have cruisers or battleships, make sure they're fully armored. Subscribe to download. 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. You'll want to build larger ships (as they benefit more from armor) and fill them with armor. Plasma is good, but it should also be paired with kinetic weapons. 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). Stellaris 3. - Autodesign mixes disruptors in with non-penetrating weapons, possibly because they're tagged as anti-hull despite not having a hull bonus. Armors and shields can be upgraded, and that means they are stronger and stronger, but hull. This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics. 67. 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. Stellaris 50419 Bug Reports 30727 Suggestions 19123 Tech Support 2883 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1214 1 2Disruptors do bonus damage against shields, but do not penetrate armor. 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. ago. You could also use battleships with large weapons to damage them from a distance. #7. 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. Also, full penetration requires the least amount of micro from you. Videogames, Guides, Cheats and Codes. In terms of armament, Contingency armour/shielding is pretty balanced so I use three small disruptors on my corvettes. 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. - Lowest Range. 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. Compatible with Stellaris v3. Gun battery - kinetic weapon, bonus. ; About Stellaris Wiki; Mobile viewDisruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. On the long-range side there's also Neutron Launchers, Kinetic Artillery, Strike Craft, and Tachyon Lance. 例如:“异种保护区”(建筑)的特殊说明请在. Όλα. 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. Once again, your choice depends mainly on the enemy fleets you’re facing. 6 Fleet Meta Prediction. Pure shield/disruptor corvettes are deadly against the Contingency, for example. 报警机器人 于6年前 修改了 此页面。. Elcuern0 • 3 yr. Carrier ai can increase that and thus can increase engagement range. Stellaris Real-time strategy Strategy video game Gaming. By comparison, 4 Corvettes will have 12 Small Disruptors which gives 52 DPS. Third option seems flawless as unbidden don’t use point defence. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Could have been a legendary leader? Theres one guy who gives +50% evasion. 3 disruptor corvettes actually do very well against AFE Disruptor Corvettes have absolutely garbage damage, 7. Stellaris Ship Design Guide 2023 [3. 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. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Disruptors have 30 range while Missiles have 100 range. Dec 25, 2018; Add bookmark. Neutron launchers normally trump disruptors under 'even' conditions thanks to range for first strike, the assumption that the enemy isn't going to be thwacking you even harder than you can hit them, and their low tracking generally. Same reason as above. 0 unless otherwise noted. 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. And cloud lightning, and arc emitters. You can win the game if you beeline for top disruptors and ignore everything else. 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. corisai Mar 22, 2019 @ 4:38pm. The title is the question im asking here. Mining lasers are now classified as Brawling weapons. But baseline, a Disruptor has less than half the average damage output of any other equivalent weapon. Missiles in general are the best weapons till battleships, so upgrading those should become part of your tech choices. ; About Stellaris Wiki; Mobile view Full Disruptor fleets can be a thing, but the issue is raw DPS. 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. Bcs they are op. 1 Energy Siphon 2. Alle Diskussionen Screenshots Artworks Übertragungen Videos Workshop Neuigkeiten Guides Rezensionen. Therefore, these 'vettes should be easily replacable and cheap. 3 Plasma Launcher 2. 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. You want anti-armor/anti-hull weapons. 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. 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. You'd need 20 Corvettes with x3 Phased Disruptor to match the DPS of one FAE + 4xCL Battleship. And to a lesser extent the cloud lightning weapon. This means, you could build a Destroyer with 3 Second Tier Antimatter Disruptors and all shields that would just laugh at Neutron Launchers. But baseline, a. 5+ AND V2. 1 Disruptor 2. 6 combat rebalance against powerful torpedo and carrier f. 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. Disruptors have never been anything to write home about, so you can ignore them. . 例如:“异种保护区”(建筑)的特殊说明请在. They term in game is strike craft, by the way. A new Stellaris update 3. Honestly, given the rest of your build: 1. 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. . Disruptors meanwhile have +100% shield penetration and +100% armor penetration. . This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. Sure. Railguns still are useful if you stick them on. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. ago. 2. 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. If your shields and armor can take it, good. AI empires are more likely to use disruptors in 3. Particular_Jicama_97. 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). The three key techs are blue lasers, corvette build cost reduction and extra corvette hull. Let’s discuss what’s the bests weapons to fight unbidden crisis ships. 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. Check out this mod and modify your Stellaris experience. 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. Cheaper Alloys cost than armor. Stellaris. 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). TTundri • 6 mo. Have one guy do all point defense, and the other guy do all missles. 如果满足. 2. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. (long.