25. 13. 例如:“异种保护区”(建筑)的特殊说明请在. Stellaris has too many macro-level setup implications that change what is or is not meta from galaxy generation. tech_disruptors_1 tech_disruptors_2 tech_disruptors_3 tech_energy_torpedoes_1 tech_energy_torpedoes_2. On battleships, late in the game. 3. If you don't have Alpha-Strike, PD-corvette swarm is the way to go to dodge the Tempest's Instant Kill laser. Disruptors are good as well, or at least the Small and X-Large ones (Arc Emitters) are. 3. Missile corvette spam is really strong. Oct 12, 2022. 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. The next two are the only real 'Choice' involved here. Just because the corvettes are cheep to build and replace. Autocannons need a -disengage chance to targets. Have one guy do all point defense, and the other guy do all missles. 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. Play tested but certain events, special projects/anomalies could be effected. torpedoes and artillery are really weak against corvettes (low tracking vs. AI empires are more likely to use disruptors in 3. As armour and shield rises, the more a Disruptor's worth can rise. By all means if the system is a strong chokepoint or has a good planet, the interests of your empire trump all, blast away. 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. 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. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. 1 - They are just weapons in your ships and starbases. 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. The Voidspawn is an unborn guardian, hidden within a size 20 Dry world orbiting a class G star. Disruptors are bad if the enemy have only hull or low amounts of shields/armor compared to hull. I. r/Stellaris. ago. 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. ago. 如果满足. All types of explosive weapons are your friend, especially in vast quantities that no amount of PD can stop. 拥有 军国主义 思潮. Torpedo assault carrier is the most balanced ship design. 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. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. Corvettes primarily rely on evasion and armor for protection. Always make your own if you can help it. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. The counter to disruptors are weapons. 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. You'd need 20 Corvettes with x3 Phased Disruptor to match the DPS of one FAE + 4xCL Battleship. 1. Let’s discuss what’s the bests weapons to fight unbidden crisis ships. On the long-range side there's also Neutron Launchers, Kinetic Artillery, Strike Craft, and Tachyon Lance. The only way to deal with them using T2 tech is with a ton of crystal plating, and crystal plating is much worse in 3. Could have been a legendary leader? Theres one guy who gives +50% evasion. 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. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. When they lost at 1,1 ratio, then the disruptor lost 42 ships from the 44. Deus Vult brothers. Lets make a tier list! Lets dive in!Get your own Montu Merchandise: List Pla. removed the warp drives and cores until i can decide what to do with them, added a M slot variant of torpedoes. + Requirement for Particle (and Tachyon) Lances. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. 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. Pre-FTL civilizations should now generate defensive armies. Saying by the time the unbidden role around is rather odd when they can spawn to whatever date and research the player had chosen. Even then your money seems to be better used on something that completely penetrates either armor or shields, or better yet, destroys them completely, so your autocannons and plasma cannons can finish the job. A fleet will initiate FTL travel when any ship in. Just slap those bois everywhere till you get battleships, then rush for arc emitters and kill void clouds to get cloud lightning. For your bit about plasma throwers and point defence, yeah P slot weapons are way overtuned. Zero bombard. 2 Null Void Beam Disruptors are pretty underwhelming. 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. 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. Content is available under Attribution-ShareAlike 3. Wouldn't it be great if Stellaris would allow us to develop and deploy cloaking devices (Hello SciFi franchises). 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. 6. It's just not worth polluting your tech tree with the repeatable techs it unlocks and more Defense Platform hull. 2. Stellaris is not that difficult and playing like that is not even fun except if. I got total devastation on a planet that I set an army on that I never bombarded and it had no defense army. Take two weapons - say, a disruptor with 100% accuracy and a plasma cannon with 80%. Cruisers with a torpedo front, a hangar mid, and the gunship stern. Disruptors keep the shields down, and I need the 60% armor ignore to actually hurt those high armor ships. ) are good against armor but bad against shields. Yes, FAEs are the ultimate lategame weapons. Medium. Enemy ships usually build countermeasures for missiles, and those are useless against energy attack. 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. Learn more about Ships Reworked at GameJunkie. Making wars more decisive and expensive is great when you're ahead of your enemies, but. The biggest distinction on what is meta is when warfare becomes reasonably possible. The disengagement clearly didn't worked in the beta patch for one example. Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Armor if you don't know what you're up against or don't really care (generally stronger then shields), shields if you know it'll counter the enemy (Unbidden/Contingency). Honestly, given the rest of your build: 1. disruptor corvettes are indeed a great option. While inferior to battleships they can be deployed faster and are sturdy enough to survive a firefight. Cheaper Alloys cost than armor. Meanwhile, try to expand outwards and look for suitable new colonies. 4 Anti-Shield 2. . The more disruptors they have, the less actually effective weapons they have. 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. Fill the torpedo sections with your strongest level of torpedoes and disruptor weapons. #14. #7. Thread starter EvilMachine; Start date Jan 26, 2019; Jump to latest Follow Reply Menu. 4 Lance 2. The Disruptor and Autocannon do pair decently with the torp. This page was last edited on 14 October 2017, at 11:48. They disengage, but often won't destroy the ship. As for the "best" corvette build- early game it doesn't matter. high evasion). 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. A properly kitted equals size fleet (Kinetic artilley to start combat, and something like plasma for. ) 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. Oct 15, 2022 @ 1:20pm. 38 Badges. Create 10 ships exactly the same in everything exept weapons. Refire rate and general stats have been adjusted. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. I doubt though the the original intent of the developer was to potentially end 40% of the games before the end game crisis or a FE awakening. 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. This is a writeup on the best ship designs in Stellaris v 3. It has few rewards but grants a unique ship at the end of the event chain. They rush your opponent and punch. 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. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that. Cloud lightning has too short a range and dps to be worth using. 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. The biggest advantage and weakness of carrier fleets is there range. lasers are outgunned by plasmas. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is. 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. With the upgrade after that being obligatory quantum insert. Anti-Corvette Fleet. 2. Why NOBODY Wants To Play Stellaris MultiplayerNOBODY Wants To Play Stellaris Multiplayer, but WHY? This Video will answer your question on WHY Stellaris Mult. Energy Weapons (Lasers, Neutron Launchers etc. Disruptors ignore armor and shields, but have the weakness of having low DPS (also hardening, but the AI doesn't use that). To expand on this, disrupters have lower DPS than kinetics or energy weapons, to compensate for the fact that they bypass shields and armor. This means, you could build a Destroyer with 3 Second Tier Antimatter Disruptors and all shields that would just laugh at Neutron Launchers. The user interaction aspect utilizes a card shuffle approach rather than a traditional tech tree. The upside is that you don't waste research time on any weapon. In this video I show how disrupters are highly effective against smaller ships even when used by larger ships such as Cruis. 6. Disruptors are bad if you mix them with weapons that dont ignore shields or armor. Plasma is good, but it should also be paired with kinetic weapons. ). ago. 3 Plasma Launcher 2. TTundri • 6 mo. Refire rate and general stats have been adjusted. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Is one of them more potent than the other, or do they have their own. Improved Structural Integrity is actually a tech I never research. 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. 8. Stellaris Real-time strategy Strategy video game Gaming. So what's your opinion on the ascension rework in 3. Destroyer with 2 autocannons. 1 Mining Laser. 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. 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. Cloud lightning is an L-size weapon with range 70 and average damage 11. AI empires are more likely to use disruptors in 3. Smarter Ship Design [3. The AI tends to run balanced defences. 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. In beta disruptors are like missiles, and torpedos. 0. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. 3, no longer locked to ethics or civics every player. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. Feedback on where you faced an issue can. 2 should be available for download via Steam, GOG and Microsoft Store now. The more raw HP there is to take down, the less it's worth. They fit on completely different types of ships. In both cases you want maximum afterburners to close the distance in the first case or kyte in the latter. I think you need about 0. You get 15% pop output and quick&efficient pop modding, while getting all the bonuses of being cyborg. Definitely strong, but given how expensive planetary ascension is that doesn't look out of line at all. 如果满足下列条件,则系数 × 1. 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. Its almost like two options are interchangeable. Community Hub. disruptor fleet vs standard fleet (same as battleship above, with torpvettes and battleships from here): Disruptors won with an average efficiency of 1. Azunai Jul 29, 2017 @ 1:53am. If you don't have. Report. But baseline, a. All the images are of ship designs the AI created with this mod. Disruptors greatest disavantage is the close range. 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) 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). Content is available under Attribution-ShareAlike 3. limonbattery • 5 mo. As they cannot be mounted in large slots, they are at a serious range disadvantage, meaning that they’re never actually fired. 权重修正:. E. KA + Plasma basically. 27. Auto cannon is kinetic version. The inability to rearm the dreadnought with shield hardeners makes it. 4. 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. Not having to fight down those makes disruptors worth using. FTL drives are improved with advancing technology, eventually unlocking drives which can "jump", moving from one system to another in an instant. Phase disruptor are not. Carrier ai can increase that and thus can increase engagement range. 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. Prioritizing physics will allow you to unlock new weapons, armor. 1 Disruptor 2. The title is the question im asking here. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. Elcuern0 • 3 yr. If you don't have Alpha-Strike, PD-corvette swarm is the way to go to dodge the Tempest's Instant Kill laser. 1. 1) Cruisers are "poor man battleships" and should be avoided. 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. Stellaris Ship Design Guide 2023 [3. In this video I show how disrupters are highly effective against smaller ships even when used by larger ships such as Cruis. ago. - "Only" 50% AP, No Bonus vs. The three key techs are blue lasers, corvette build cost reduction and extra corvette hull. Go to Stellaris r/Stellaris. Corvettes are why missile spam is good right now. You can try whittling them down gradually with waves of cheap ships like torpedo/disruptor corvettes. Component. With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage. Make a species with Engineering, natural intelligence and sedentary, use the mechanist origin. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. 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). 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. 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. Stellaris: The Missile Meta - In this video I explore how powerful the missile meta is in the new 3. But yea, I don't consider disruptors a weapon, their stats make much better point defense even in a medium slot. Mono-cruiser fleets are totally viable. 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. Whoever can be the first to research, mass deploy, and take strategic advantage of disruptor tech has an advantage difficult to counter by weight of numbers. . Malaficus Shaikan May 6, 2022 @ 11:15pm. However, in order to win this way you will need a solid economy of your own and enough military power to. Otherwise disruptors and autocannons. For example the ancient laster (Cavitation Collapser), resembles normal lasers. It very much depends. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If they're running shield-popping weapons, focus more armor so it takes them longer to chew through it all. If you use auto-generated ship designs those will also be improved. 6 and will get you killed by anything that isn't a disruptor corvette. Toggle signature. which remains a valid alternative to 2 medium Phased Disruptors due to low alloy cost, low power usage, slightly better range, and the fact that battleships can't have pure M. Just slap those bois everywhere till you get battleships, then rush for arc emitters and kill void clouds to get cloud lightning. And rest of my fleet is destroyers with disruptors and swarm system. Stellaris fleet getting destroyed. 200% efficiency against armor and shield while dodging all heavy. and Neutron Launchers. ago. ; About Stellaris Wiki; Mobile view Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. In order versions of Stellaris there were 2 types of strike craft and the fighter type explicitly would attack missiles and other strike craft. 0 ignore shields and armor entirely, the damage going straight to hull. The disruptor fleet does well at the beginning, but. Usually pair them with lasers for the starbase takedown…and pretty colors. It's pretty common in game development for a piece of content to be axed after art has already been created for it, so it just gets reused for something else. ago. Hardeners don't have this weakness, and reactive armor would be an important part of the T2 meta if the tech pre-requisite wasn't wrong . Also destroyers are bad. The trick is that you need to commit to either all disruptors, or no disruptors. This gives you an opportunity to counter their defenses and kill them faster than they can kill you. + Ignores 100% Armor. Hit Upgrade button on your fleet after. lasers are outgunned by plasmas. There's a few builds that work very well. · 5 yr. ) are good against armor but bad against shields. Since I like the mechanics and feeling like a Star Trek villain, I use disruptor fleets. the 100% shield & armor ignore is tempting. 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. I usually using few battleships with different specify weapons like Rocket hangars and artillery. Related. At the start they are wrak, but they fully bypass armor and shields, going directly to hull. Disruptors have 30 range while Missiles have 100 range. Don’t get me wrong I do run with at least one battleship in each fleet, especially one equipped with a spinal mount bow. HOW Disruptors Became GOD Tier In StellarisDisruptors are now GOD Tier In Stellaris, but WHY? This Video will answer your question on WHY Disruptors Are OVER. Kumqwatwhat • 5 yr. 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. First Game on 3. Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. As the corvette swarm enters its feeding frenzy, the cornered titan begins to helplessly cry for its fleet mates. Disruptors have the same problem Autocannons (the intended anti-corvette weapons) have - too low damage per hit. Disruptors and Defense platforms are both terrible for the same reason: disengagement. 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. The unbidden lack any armor and hulls and rely purely in shields which kinetic weaponry is designed to overcome, and while we can argue firepower wise stellaris late game tech is stronger than Mass Effect. . Nathan Kraats. *Focused Arc Emmiters are OP. If thats Contingency, just use disruptors instead. large ships), but corvettes don't have high armor and they have high evasion. 462. ago. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. What’s up everyone. . Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks. Most warfare is settled through space combat. Nov 9, 2018 97 0. That's an issue for them. 1 Overview 2 Energy weapons 2. L-Cluster. 67. When tried out the disruptor builds like 99% of enemy ships disengaged, because of the low damage of the disruptors. . That means corvettes are way more likely to disengage rather than die outright. 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. You can also modify your armor types. 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. Blocked pops with the Psionic trait to also receive the Latent Psionic trait. 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. So for mid game,. The strongest is the still the Fanatic materialist, Xenophobic, technocratic oligarchy with meritocracy (and masterful crafters later). Lasers now deal 25% bonus hull damage. 10 Pyxis update - you can find a bit more info on the Steam page. And both suck against shields so eventually you will need disruptor as secondary weapon. On the defensive side, those big ships have trouble hitting high evasion corvettes, but they pretty much one shot them whenever they do hit (regardless of shields, armor, or crystal plating). 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. Alle Diskussionen Screenshots Artworks Übertragungen Videos Workshop Neuigkeiten Guides Rezensionen. I'm not a fan of this new type of ship parameter. 2 Particle Launcher 2. Missiles are also horrifically countered by PDS~~/Strike Craft~~, so anything heavy on missiles is a self-solving problem. 1. Find a partner. Disruptors are bad if you mix them with weapons that dont ignore shields or armor. Of course, feel free to debate this and for other ship classes. Or with. Any non-penetrating weapon on a disruptor fleet is probably worthless. It is going to be focused on PvE, but a lot of these designs will also be a. You want anti-armor/anti-hull weapons. ago. Imo, yes. The counter to disruptors are weapons. Your disruptor is also shorter range. Increase the maximum range of weapons by 100% or so. - Lowest Range. Paradox have released the latest DLC for Stellaris with the First Contact Story Pack, along with a free update for all players. Also, the Plasma and Autocannon weapons (and Disruptors. 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. So just get blue lasers and go. They completely ignore shields and armor and deal base damage directly to the hull. Stellaris 2. 3. 3 disruptor corvettes actually do very well against AFE Disruptor Corvettes have absolutely garbage damage, 7. can he handle the TRUTH? This Video will answer his. So 15% high damage, but the Corvette has a number of other advantages. 1. The problem that lasers and railguns have is that they just don't have damage or range. You may have to deal with rampaging marauders, border skirmishes, genocidal empires, economy problems, and many other things. Since this is a Story Pack, it's not a full expansion. Medium disruptor has range 60 and average damage 6. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Coupled with the Guardian of the Galaxy (or whatever it's called) ascension perk means they just tear hulls apart without touching shields or armour. Mining lasers are now classified as Brawling weapons. 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. They can protect your battleship fleet from torpedo corvettes. 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. At the very least , the days of trying to overkill ships is over. Cybernetic - Basically an upgraded version of the old Bio ascension. 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. 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. 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. It can work. However, this build has the. I may be talking complete nonsense here, but I think plasma + disruptor is the best way to go. corisai Mar 22, 2019 @ 4:38pm. More information can be found in Stellaris Dev Diary #293.