Disruptors
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Disruptors | ||
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Basic Damage Ranges (Can Vary) | ||
Hull: | 20-50 | |
Shields: | 20-50 | |
Electromagnetic: | N/A | |
Ships equipped with this weapon: | ||
Base Fleetbase Disruptor Gun Disruptor Platform Klaestron Darinaya Adrec Elstar Atria Iowa Defense Satellite Dumpi Large Subspace Gate Rei´Kon | ||
Standard Miss Chance | 0-15% | |
Can attack colonies | No |
Disruptors are energy weapons, popular among colonists as a low-cost alternative to torpedoes. NPC's are also fond of disruptors; two good examples of disruptor using NPC's are the Romulans and Klingons. Disruptors are found both on military vessels, as well as on colonies. They are used for colony defense, in the form of a Disruptor Battery.
Benefits
Disruptors cost only energy to fire, making them a cheap alternative to firing torpedoes. Disruptors are very useful against Syndicat vessels, as well as in other battles where victory is almost certain; no point in wasting valuable torpedoes in an easy fight. Disruptors are also much more powerful than phasers; generally, a vessel with disruptors will be twice as powerful than a vessel with phasers (for example, a Kazon Fighter and a Darinaya).
Drawbacks
Disruptors, much like torpedoes, can be avoided by a vessel with high evasion. If a vessel has a 5% dodge rate, it will avoid disruptor shots 5% of the time (assuming the Disruptor has a miss chance of 0). Fighters are especially annoying to destroy using disruptors; they generally avoid disruptor shots at least 75% of the time. Beam weapons, on the other hand, hit the majority of the time they are fired.
Research
In order to build vessels that have disruptors, one must first research Disruptor Weapon Development, at a cost of 300 Isolinear Chips. This research requires Plasma Converter Construction research, at a cost of 180 isolinear chips. In total, one can construct disruptor-using vessels at a cost of 480 isolinear chips (not including the cost to research the actual vessel).