Stellaris plasma thrower. Make a few, then declare war. Stellaris plasma thrower

 
 Make a few, then declare warStellaris plasma thrower  1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B; 3 Stellaris Tech Id List – C to E; 4 Stellaris Tech Id List – F to I;Paradox

1%. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Best tech against monsters is Missiles, Plasma, Thrusters and Shields, in order of impact. 例如:“异种保护区”(建筑)的特殊说明请在. Each of the next sections, except for the few last ones, are an overview. I lost 9 corvettes. No matter how many singular fleets I defeat, the systems that matter always maintain an enormous force which is impossible to defeat. I actually run pure Armor Carrier Battleships. So im planning to kill the ether drake with a 40k fleet of ten battleships (plasma throwers and tayton lances) and 51 cruiser with plasma throwers, is that safe? Last edited by Azedeco ; Feb 21, 2017 @ 12:43pmPlasma throwers and kinetic artillery is very strong, for example. Updated to 3. Probably kill off Launchers because they're just Better Plasma, and that's boring, turn them back into G slot weapons that trade off lower damage for immunity to PD (once a PD balance has been settled on). If you don’t have yet the neutron launchers plasma it’s a good alternative, as far as metà ship design go, you are gonna want some battleships with X tachyon lance, and the rest of L weapons neutrons You might wanna put in your fleet a few carrier battleships too (useful against swarm fleets and for survivability) with X slot tachyon lance, carrier core, and. full armor damage. Store Mods Forum Launcher Mods Forum Launcherevery single time i build an SPA one of 3 event chains happens. I'd recommend leaving the Autocannons for the brawlers and dashers, and putting on Plasma Throwers for the heavy artillery. Plasma has -75% to shields and +100% armor and +50% hull. Zorro Nov 15, 2017 @ 6:06pm. 25x Militarist;Stellaris Wiki Active Wikis. Try plasma/null beam, easy early techs that will scale great the longer the game lasts. The best weapons are a combination of driver and lasers. full armor damage. Welcome to this Stellaris build guide featuring the "Big Pharma Megacorp" with an overtuned rush for Ecumenopolis and maximum population growth! In this play. ago. FE/AE and the Contingency are the best examples for this. If we're talking max tier lasers and plasma (T5 lasers T3 plasma), the in RAW dps, plasma is superior both in damage and in hull/armor bonuses. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. For mods: Paracausal (Sal 3) Not really worth the points, very few things can resist burn anyway. but plasma throwers/autocannons should be fine. Like the human factions in some universes having nearly all ballistic weapons missiles and strike fighters and the aliens having plasma throwers. An ongoing Stellaris AAR about battleships. Those beats all anti-armor weapon in damage, and dps. 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. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. 2 they were the best. the corvettes are pretty much there to swarm things keeping them engaged further from my harder hitting ships and to strip shields. range and torpedoes (G) 5 cruises. Ship designer. ago. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. Half of the swarm has an autocanon while the rest has a plasma thrower. 0 open-beta-2 (df65) What version do you use? Steam What expansions do you have. BIG THANKS to "Dzage" for lending some coding knowledge. This page was last edited on 14 October 2017, at 11:48. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. How to craft: You can wake the dragon at a Weapon Plant with a dweller boasting a high-enough Strength stat. I just tested out accuracy in patch 1. Stellaris Wiki Active Wikis. Do the normal path of laser research then plasma research. #2. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. I equipped my corvettes with a null void beam, plasma thrower, and mining drone laser. Stellaris countering mechanics in combat are very useful to know when dealing with Endgame Crysis or similar entities, and that applies here as well. These are also easily moddable via its file, see #Tiers . Component: Medium Plasma Thrower Component: Small Plasma Thrower. When it comes to AI you need plasma only until you get proton, and neutron launchers. T2 plasma throwers. My current income is 400 energy and 900 minerals. Alle Marken sind Eigentum ihrer jeweiligen Besitzer in den USA und anderen Ländern. 3 "Battlestar" class battleships, Spinal mounted Tachyon lance, carrier core with lvl 3 fighters and guardian defense turrets, with small plasma cannons, and an artillery aft with a Neutron launcher Rest of the fleet are "Devastator" class battleships, Spinal Tacyhon mount with 4x Neutron launchers. Not as effective but still effective. Weapon components. 2 Null Void Beam 3 Kinetic weapons 3. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. Weapon components. Stellaris Real-time strategy Strategy video game Gaming comments. Then it will start preferring S slots. Also if you have a system with 100% shield reduction as a chokepoint, then you want lots of armor and plasma throwers. Is null void beam good? General. The advantage is that you can build some useful buildings that are not fleet logistics thingies. Dec 16, 2016. Wish Stellaris had something comparable to the Grox. 13 Badges. And costs the same amount of energy to equip. Ships. Day after day they trek to the laboratories and shake your nerds until new x-bones and iTouchKids fall out of their lab coats, never a quiet minute to work on something that melts face. I love mixed fleets because 1, the battles are much more interesting to watch and 2, if Stellaris was real, the smaller ship sizes would be used. Against shields only and armor only. Their plasma projectiles are even deadlier. Let the little shits take away the shields, leaving your battleships to pound the rest into scrap. The green one is highest tier of plasma throwers. Corvettes has very large evasion so you need lasers against them for extra tracking, and accuracy. once you have them you can forget that lasers are a thing. This article is for the PC version of Stellaris only. Ship. I have 50 destroyers fitted with flak turrets and that is my fleet’s. As it says. Stellaris. Core components. 25 influence per month, as they are your protectorate. 1125 less vs hull. What matters is numbers and timing. This article is for the PC version of Stellaris only. Today I took a look at the auto generated Patton design for the cruiser. I upgraded my ships after researching the plasma thrower, and my fleets' firepower dropped from 9K to 8K. Plasma Throwers: tech_plasma_2: Plasma Accelerators: tech_plasma_3: Plasma Cannons: tech_arc_emitter_1: Arc Emitters: tech_arc_emitter_2: Focused Arc Emitters: tech. 75 ② Disruptors 75. AI that prefers energy or kinetic weapons will favor M slots over S slots until it researches Autocannons or Plasma Throwers technology. Cost: 12000, Weight: 35. Ships. Plasma and Coilguns are early-game tech that's holding back this ship design. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. Overview Edit. Ищете полный перечень рабочих читов на игру Stellaris? На нашем сайте собраны все существующие коды и различные хитрости к ней. Alle Rechte vorbehalten. 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。. Plasma is better against all things except corvettes. Ship. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. *I prefer missiles and carriers vs. Doctrine: Fluid Fleet Templates. One of my favorite Stellaris events so far was when I put my chokepoint in a pulsar system -- all shields nullified -- and created platforms that target armor/hull. Ship. io, really simple chart making site. Generally some good designs are. I found myself dropping laser weapons completely because I feel they confuse the battlefield a lot. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Yeah the S- or M plasma on Line Cruisers are fine. Strike craft hits small a lot of times. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Ship designer. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. It's good by itself, but doesn't lead to other more advanced weapons. Ships. Tinca12. A searchable list of all technology codes from Stellaris. Store Mods Forum Launcher Mods Forum LauncherStellaris Wiki Active Wikis. 0 unless otherwise noted. But here's why it's not essential that you do it yourself: The AI is using auto-design to design it's own ships too, so if you use auto-design, you're not at a disadvantage, you're merely on a level playing field. 8. Ship. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. Ship designer. (plasma thrower/accelerator) first. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. 组件分类:武器组件. 2. 1. 8, 3. Neutron sweep. 416K subscribers in the Stellaris community. My current solution is corvette spamming with plasma throwers (green) and teir 3 point defense. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. N. Ship designer. Ships. Imperium - Bolters (custom early-ish tech), Plasma Throwers, Level 3 and 4 Armor, Level 2 and 3 Missiles, Gene Seed Purification, Exoskeletons, Level 3 and 4 Shields, -Adding to a save game. Going for both options is reliable since both. Ships. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 1 Laser 2. 0 unless otherwise noted. Ships. Granting a lot chance for disengage. The aim of this mod is to add this missing variety. Weapon components. Technology weight modifiers summary. LordIII3 First Lieutenant. Ship designer. 136. The Coilgun should probably be your larger weapon and the Plasma the smaller one (but you can run more), as coilguns help take down shields more easily (the first line of defense encountered, whereas Plasma are penalized vs. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Once in combat, strike craft leave the hangars and fly to their target, from which they utilize their short firing range. Jump to latest Follow Reply. This article is for the PC version of Stellaris only. Ship designer. It was probably the toughest war I ever had to fend off defensively, but I never had one like it again. bigger and bigger mass throwers and making it less of a Rock Paper Scissors would enhance the game I feel. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. Ships now get a limited number of. If you're on the offensive, you don't have many options to prevent disengagement other than tweaking your ship setup, and hunting them down before they can repair. I've only ever seen an AI doomstack once, and it was from a federation before 2. Weapon components. Long range L rail and plasma go along great, because the rail will, in theory, take out the shields before the plasma gets into range. This article is for the PC version of Stellaris only. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…How to get an independence from your overlord. (Also that is why shields rarely survive more than the first day of combat and shield. 1 Laser 2. However, as this post shows, choosing between the two weapons is a. But the autocannons and plasma throwers are a dead end branch of tech, and really only have use on smaller ships-. A secondary question is whether I should replace the disruptors on my. Lasers are usefull to unlock Tachyon lancers. • 1 yr. © Valve Corporation. the starting laser)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. 4 Lance 2. Weapon components. 2 Ancient Cavitation Collapser 2. They cannot claim systems or engage in. *I prefer missiles and carriers vs. Where to Find/Location. Mid-to-late-game I exclusively use mixed battleship fleets. Tier 0 is used for starting technologies. Missiles have it the worst (Countered by Flak and point defense) with the exception to the energy torpedos. If your weapon can oneshot the enemy from 50% HEALTH, then they have 0 chance to disengage. Ive found lasers are good on their own, however plasma is best paired with kinetic shield strippers. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 科技/物理学科技. I was wrong. 2 Particle Launcher 2. 2. Name: Tier: Type: Cost: Power: Min Damage: Max Damage: Cooldown: Average Damage: Range: Accuracy: Armor Penetration: Shield Damage Bonus: Shield PenetrationPlasma Cannon's -75% shield damage penalty doesn't matter in Minchir. Their fleet composition is 8/8/8/8 and mine was 0/2/8/81, does this. They were approximately at the same range as the Particle Lances. vs FM: win, 104. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay. Its one of the many reasons the combat in stellaris is the actual worst part of the game for me (Ever seen a CR90 swarm against an ISD? Yep ISD wins quiet. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. And at least it sounds plausible. Getting traditions. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. 4. 4 Lance 2. Their accuracy ratings are the same. Weapon components. There is so much of it, and the only weapons with over +50% vs armor are Plasma Throwers (which have really significant downsides, like -75% Shield damage and lower overall damage, low accuracy and tracking, and a high power cost) and the Tachyon Lance (an X-slot weapon). for the wraith itself, i only had ~40k fleet strength but tier 5 techs and dommed on it. autocannons and sometimes plasma throwers. 2. Give your best units plasma weapons while your rookies get the old laser. Each fleet has: From personal experiance: Early game: 5 lasers, 5 drives, 5 missle, 5 anti missle. But their lower tracking makes them pretty weak against anything smaller. 75% accuracy. lasers are at least 80% as strong for up to 65% for small, 70% for medium, and for large they never go below 90% the strength of large. Plasma is an evolutionary dead end. Advanced afterburners for increased evasion, and max researched Impulse thrusters and. Shouldn't. 维护费:0. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. It has extremely high hull and point-defenses,. 2. Weapon components. Weapon components. Stellaris Wiki Active Wikis AoW: Planetfall Cities: Skylines Crusader Kings 3 Empire of Sin Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3This article is for the PC version of Stellaris only. 类型:即时. 28. Missiles always hit and has higher range, Plasma ignores armor, which monsters has, thrusters increase your evasion, which makes Corvettes even harder to hit, and Shields. Fighters get shot down, missle get intercepted, plasma and disrupters. All types of planets. Neutronium armor and the crystal plating in A slot. Any tips on what situation/role which weapon class wins out?Thanks for all these comments people! I feel like the next Stellaris YouTuber to upload a conclusive video on the issue will get some record-breaking likes That being said, I also wanted to share an important change that I personally glossed over as I was reading the patch notes. Shield Cons. the Unbidden. These IDs are usually used with the research_technology tech ID command. Too bad. 物理学 ( Physics )是研究物质、能量的本质与性质,以及它们彼此之间相互作用的自然科学,是自然科学中最基础的学科之一。. These days plasma is more of a specialist weapon, can be very useful in combination with other weapons and circumstances but is hardly something you want to go all-in on to the exclusion of anything else. 7. Particles - Tier 4. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). If you are lazy you can make an anti missle laser driver ship. [deleted]Ultimately went Kinetic on Battleships and Plasma on cruisers. The best weapons are a combination of driver and lasers. Core components. Lance is ignored for, well, pretty much the same reason. Intercepting the missiles is one thing, and as your fleets close distance you will shoot down less and less of them as missiles work even better close range than they do from a distance. Stellaris Wiki Active Wikis. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Even at 100% armour pen it still reduces damage, so even plasma throwers dont totally mitigate armour. Stellaris Wiki Active Wikis. However, the multiplicative bonus against larger ships is only 50% and they have -20% Armor damage compared to the devastator torps 100% multiplicative bonus and +50% Armor damage. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Report. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire:. Particle Lances: tech_energy_lance_1. 6 What version do you use? Steam What expansions do you have installed? All of the above Do you have mods enabled? Yes Please. 2. This is the Ironman version of ASB (Amazing Space Battles) meaning it is fully achievement compatible. 9, where plasma is slightly OP due to all weapons and armor working differently back then. ago Plasma has more exaggerated properties than lasers. I. Plasma is good, but it should also be paired with kinetic weapons. Store Mods Forum Launcher Mods Forum LauncherEnergy-eating plasma beings would be a bit redundant with that. Fighters get shot down, missle get intercepted, plasma and disrupters. The back slot is also a neutron launcher. Because, I can't really decide if Ballistics, Lasers, or missiles are better than the other two. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Ships. Because of that, the Plasma thrower Can't be improved much more. Can fit into Small slots. Weapon components. the third one says stuff about a 'false vacuum' and you need to pick some dialog options that lowers your science stability and happiness. The plasma launchers make great medium slot weapons to balance all the autocannons so you have two very powerful weapons that will rip shields, tear armor, and completely. thank you mod is great ;) thank you so much! Depends on what part of the game you mean early game before shields lasers mid game ballistics late game a combo of the 2 with kinetic artillery and plasma throwers or whatever the t3 version I’d start with lasers then immediately research into kinetic along with deflectors The only counterargument I have is that since armor piercing weapons heavily favor larger modules I believe that fleet wise there is more benefit to outfitting cruisers with, for example, plasma throwers, and using disruptors on corvette/destroyer S slots where they hit mildly less than cloud lighting (10. 9! Should still be compat with 3. Strange. . Signature Weapons [3. Their strengths are stronger (even more damage to armor/hull), but their weaknesses are. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Like the human factions in some universes having nearly all ballistic weapons missiles and strike fighters and the aliens having plasma throwers. mid range (G and / or H) 10 or 15 destroyers. Most important question is what was the loadout on the enemy Corvettes. 2 "plasma accelerator average damage bug" Game Version version 2. Ship designer. So i only have a few hours and i know nuke misslies arnt good and coil guns and lasers are okay but what is better? i have the chance to get plasma thrower but i dont know if it is really good?Yes, absolutely. Real life navies don't just sail around with nothing but Aircraft Carriers afterall. 1. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. 大型等离子发射器 Large Plasma Thrower. Heyo, this mod was abandoned so I've taken it up to do upkeep and what not! The original mod was made by Quol but he is the dead (not literally), so ya (his description below) With a new ascension perk called Stellar Manipulation (requires tetradimensional engineering, star. Corvettes are love. Invading an empire requires claims. Make a few, then declare war. Description [3. The Plasma thrower line is analogous to the Autocannon line. range and torpedoes (G) 5 cruises. If your shields and armor can take it, good. Ships. 3 Plasma Launcher 2. Stellaris Wiki Active Wikis. Maybe there is something I am missing, like certain tech paths that only open up after you research into certain Monster's techs, because otherwise while it is fun and cool to get weapons like Cloud Lightning Conduits and Blue Crystalline Shard Throwers, its seems like its just better to get things like Plasma Throwers and Space Torpedoes and. I was wrong. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other. Avoid missiles and torpedoes. I was curious because I noticed when I finally obtained the plasma cannon, there was no indication that I should upgrade the Patton cruisers I had. 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. Go to Stellaris r/Stellaris. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. Cruisers - distance 50 - plasma thrower on L cannon, and 2 of the M cannons with the other being a coil gun This a pretty decent ship design, although you really want to be transitioning towards Proton Launchers and Kinetic Batteries. Tinca12. ago. Missile Defense. As it says. It has higher armor penetration, which will lead to probably more damage. Minimum range combined with firing arc is a horrible concept. Iirc, Spiritualist FE uses Arc Emitters, so shields wont help you much against the bigger ships. 3. I think the main question is: is 2x autocannon 1x plasma better than just mass missiles on your corvettes? Because if it isn't, then the autocannons and plasma throwers are just wasted research. 2. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 1 Mining Laser 2. As for the main station itself, it seems to me the AI is always picking a combination of missiles, lasers, disruptors, kinetic weapons like the railgun and plasma throwers; most of them are in the medium range. 2. Missile weapons suck, energy weapons are ok, but mostly situational (you should only ever use plasma throwers vs armor and neutron torpedoes vs shields), and you really can't go wrong with kinetic. Ships. Ships. Cheats. If you check the wiki youll see most of the tier 1 to 5 lasers and kinetics are near identical (lasers bonus vs armour, better accuracy. Stellaris players discovered the Juggernaut as part of the Federations DLC. < 科技 | SerGawen 于1年前 修改了 此页面。. 1. This page was last edited on 14 October 2017, at 11:48. Ships. Zorro Nov 15, 2017 @ 6:06pm. Cost more. Contents. Weapon components. 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. Which means they start "tickling" the enemy ship modules, potentially knocking out important modules like weapons, PDs (which allows your coils to fly unopposed and finish off. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet.