Stellaris titan weapons. If the titan is too slow put afterburners on it to speed it up as much as possible, or just have a couple other clone fleets not have titans. Stellaris titan weapons

 
 If the titan is too slow put afterburners on it to speed it up as much as possible, or just have a couple other clone fleets not have titansStellaris titan weapons  It is titan-class hull-wise, but only battleship-class armor-wise

It improves the graphics of almost EVERY weapon in the game- adding lots of new custom effects (while staying true to vannilla intentions), improved ship spacing. Cracking planets gives a random amount of mineable minerals while pacifier grants + 10 society research. why xD My titans shrek. They are beings of pure energy that need to consume biological life to reproduce. Popular Now . Keep in mind that you don't have to make battleships worse than other stuff, they get unlocked further down the tech line, so having them being stronger. Corvettes are quick, cheap to build, and smaller but have high evasion. More Titan and Colossus weapons. CL is there to supplement Focused Arc Emitters. It can't even beat the automated dreadnought 1v1 with: - lvl 10+ repeatables - full anti-shield weapons (gaus + gigacannons) - dragonscale armor - 51k fleetpower Psionic shields (or just dark matter shields) would probably allow it to win, but. Stellaris v2. This article is for the PC version of Stellaris only. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. If you're using titans then you're using battleships so +10 tracking is a must. Add the 33% bonus and dear God these weapons get powerful. Actually, given that the naval capacity of a Titan is twice a battleship and the 6 large slots of the Titan is the slot equivalent of a Battleship, the appropriate exchange rate between T. (And apocalypse DLC) There are a variety of. 8 didn't changed combat, things should be just as the same as before. You could probably try to conquer a neighbour with it as well - early game evasion isn't that high. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Learn more about Advanced Weapons (2. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. It also adds several new subtrees with technology based on. I went into a recent game where I was using this ship design extensively to grab a battle report for you. Advanced shields require Strategic Resource to make. The macro battery is an extremely niche weapon and should be avoided. This building requires one nanite upkeep and produces two each of rare crystals, volatile motes, and exotic gases. Fold Quartz Comeback : They can use last tier reactor and thruster. Stellaris: Titan Interdictor Module . There are mods that have changed/added ship designs, which MIGHT have more slots for such weapons, but these are not in the. But the weapons are generally a downgrade. . Defeating Shard will grant you the so-called Rubricator Relic. Stellaris: Titan Interdictor Module . Stellaris: Titan Interdictor Module. Titan Class is the same class FE's use. Advanced. They are overwritten by Gigastructures(if not nearly all object textures disappear) but still. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. When the enemy ships catch up they are shot. > Stellaris 3. As a result, fleets with complete Crystal-Forged Plating or Crystal-Infused Plating technology, if attainable, would help, and so should shields and point-defense weapons, especially Flak Artillery. However, the sections will always be Titan ____ and these can't be changed. They have very big weapons, killing titans very easy. Going back several millennia, the galaxy was dominated by massive, technologically advanced weapons with each ‘Fallen’ Empire trying to outdo the other at every opportunity, inventing new weapons, each of them more. It is titan-class hull-wise, but only battleship-class armor-wise. Medium weaponry is almost always energy weapons - typically plasma in my case. Eklipser • 5 mo. 3 Penetrating. Improved Space Battles – expand your mid / late game with 5 new super-capital class ships, over 50 new technologies and 11 doomsday weapons – including planet destroying, star system destroying and anti-fleet super-weapons. Should be buildable through a megastructure, unlocked with the perk, takes long time to build station and is of course. Physics = energy weapon have less repeatables available, so the energy weapon techs are much easier to get (firerate+damage). Giga cannons do not do the job like arc emitters and cloud lighting is too short. In addition to the regular defense platforms, a citadel-level starbase is also capable of hosting an Ion Cannon, a more powerful platform type that carries a weapon identical to the Perdition Beam titan weapon. 6 Artillery Computers are awful. Description. Uploader: pady32guan. The PD weapon, the X slot weapon and the Titan weapon are top tier weapons. Like most of Paradox's games, the space-flung 4X-meets-grand strategy affair Stellaris has benefited from a slew of post-launch support. I'm playing as a machine gestalt of fanatic eradicators. Instead, my fleets charge headlong well into plasma range of the enemy, usually with the Titan in the lead. Subspace Snare is pointless if the enemy does not use Emergency Retreat. Chance to get tech influenced by a lot of factors and individual to each tech. This is the the Nicoll-Dyson Gigastructure. Each Ion Cannon has an upkeep of 8 energy. Even if there was a main weapon for like orbital bombardment. ago • Edited 5 mo. It's also very deadly in space storms or against enemies who aren't using shields. The carrier computer titan will stay further back. - Maximum at 9999 naval cap. Missiles, disruptors, and normal weapons alike. 25/11/2016 – Tech costs for all Titan weapons have been doubled due to balancing feedback. 8. 5 # larger value = adds more military power MILITARY_POWER_SHIELD_PENETRATION_WEIGHT = 0. Stellaris: Titan Interdictor Module. Advanced Cruiser (Sirius Class) – Improved cruiser core. Additionally, point defense can significantly reduce your losses during a siege. tech_repeatable_weapon_type_strike_craft_fire_damage. Nanite fleets consist of five cruisers and one titan, which are all armed with some energy weapons plus attack craft that boost armor and shields. 99. It improves the graphics of almost EVERY weapon in the game- adding lots of new custom effects (while staying true to vannilla intentions), improved ship spacing and behavior in battles, adds new EPIC. Artillery AI rounds this out. Consult the Stellaris Wiki or the Stellaris Tech Tree for details. Also crystal infused/forged plating can add to hull. As you can imagine, putting a weapon that is capable of destroying an entire planet into a spaceship is some top-tier sci-fi power. Warfare. Juggernaut:Final Thoughts. Still tops the titans abilities and doesnt use a titan slot. Granted this was after 3-5 repeat techs in both kinetic and energy weapons on xbox one's current version. On battleships, late in the game. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Defense: Best 2-1 combo to counter your greatest threat. Normally in the game, the players will be able to see that the titans can be equipped with six large-shaped weapons and a titan weapon. I have an annoying bug in my actual play which regularly make titan weapons disappear when there is an upgrade following tech acquisition. To get titan tech you need battleships, not citadels (they will need for building titans, but not for research). Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. This Mod Adds Improved Space Battles [Balance] to the Stellaris Game. This Mod Adds Vanilla-themed Star Wars Weapons to the Stellaris Game. Until a 3rd fleet with a similar weapon showed up, and killed the titan. Stellaris. Stellaris: Event Horizon Offset Facility . If you are using Real Space – Ships in Scaling HARD, use this compatibility patch instead: For proper mod installation, this mod should be LOWER on your mod list than both NSC and Real Space – Ships in Scaling. Leave a. I went into a recent game where I was using this ship design extensively to grab a battle report for you. This is why the PD corvette required. The nanite fleets are a few crusier and a single titan. Apocalypse includes a small number of extra techs for long range starbase weapons, planet killers, and titanic ships. Titan can start the battle from the other side of a system and. 2. This is late game where you already have a ton of bonuses, so each further one. Your Navy size (top right hand corner of the screen) has a direct. 741 votes, 122 comments. Enigmatic Decoders are freaking great on Battleships and Titans; you can push the tracking of Neutron Launchers, X slot weapons, and Perdition Beams to 35 on a Battleship, and 40 on a Titan, when combined with the Titan's tracking aura (or 45/50 if you went psionic, because Precognitive Interface can give a tracking bonus to all ship sizes). Stellaris: Larabee’S Modified Star Wars Weapons . Let's presume a 50/50 shield/armor split with T5 level tech and 10 repeatables on each. Enigmatic Decoders are freaking great on Battleships and Titans; you can push the tracking of Neutron Launchers, X slot weapons, and Perdition Beams to 35 on a Battleship, and 40 on a Titan, when combined with the Titan's tracking aura (or 45/50 if you went psionic, because Precognitive Interface can give a tracking bonus to all ship sizes). These are massive, intimidating and heavily. 0 evolved patch, still either later today/tomorrow will do a mini hotfix with changes and corrections. You can hit hard at long range and have no minimum range issues due to the lasers, which can later be swapped for your energy weapon of choice if desired. This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles. What is the Stellaris combat rework meta and how will things change in patch 3. As you’re doing that, send in. On its own it's an unremarkable weapon, mostly useful for its relatively high tracking for an L-slot weapon (its tracking is on par with most M-slot weapons). 2 Energy weapons. Imagine a pure titan fleet attacking a corvette swarm. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore. Go to Stellaris r/Stellaris. Colossus Project now gives -50% War Exhaustion. (100% chance) Immediate effects: Trigger country event "Contact Report: Remnants" in 30 days. tech_blue_crystal_weapon_1: Blue. Description. Adding additional weapon types to the slot won't have any notable effect as titan slot. Warfare. 67. 196. Then use battleships. This mod adds a number of XL weapons to the game, to complement my recently released mods for the Titan Lasers. 5. 3/2. Thus demonstrating the key difference the presence of the Titan makes in the fleet. Space warfare. Uploaded: 03 Jul 2023 . 50, vs Gamma lasers at 6. 6. Jump to latest Follow Reply. They can protect your battleship fleet from torpedo corvettes. All weapons rebalanced, mechanics changed (dmg, CD, range, shield and armor penetrations for various weapon types). 3. Cruisers can use Disruptors, but you don't want to go pure Disruptor since the damage output is mediocre. “Stake your claim with the hardiest, most stubborn species in Stellaris’ history! Gamble the future of your planets for immediate gains, and make the tough sacrifices necessary to survive a hostile galaxy. Lots of cool stuff in this movie that reminds me of Stellaris. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud lightning or disruptors?Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. The X-sized weapon slot is different from the Titan-unique T-sized weapon slot. The Titan is probably only being evaded half the time which shouldn't prevent it from killing 20 early-game corvettes since it still has around 8 times their fleet power. Should be buildable through a. This Mod Adds Titan Weapons to the Stellaris Game. Stats are equal to fallen titans: 15000 hp, 1 X weapon, 8 L weapons, 4 M weapons, 20 L utility slots, 3 Aux slots. 2. Providing a whole new avenue of play mid-game. Titans are absolutely worth building, the fleet wide bonuses and the titan-specific weapon is really good. 3! This update adds the Avatar - a massive mobile space fortress that can destroy planets and deploy all available doomsday weapons. FEs are only scary if you lose the first fight. Description. paziek Devouring Swarm • 3 yr. I’ve been trying out a few builds today and found 1 titan, 6 battleships with X slot weapons, hangar and PD, 6 carrier with super sections, 25 cruisers with neutron launchers and the rest being PD destroyers and. Titan. This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles. Then -10% firing rate but if we're talking optimal then they shouldn't even fire to begin with. 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. Megastructure, colossus weapon, ship weapons, portraits, empire authority and more!. Stellaris: Titan Interdictor Module. There should be no issues with evolved and 10. It is titan-class hull-wise, but only battleship-class armor-wise. There are no different section types like other ships, Titans can only field six large weapons and one Titan weapon although they do have 12 Utility slots and 3 auxiliary. 6. Stellaris: Event Horizon Offset Facility . This was an assault on a x25. Full List of Changes: Starbases. System: Max systems, line computer, afterburners, and auxiliary fire control. SirBreadstic. Update for this mod has been suspended until I finish work on The Zenith of Fallen Empires 2. And X-slots plus Titan beams are the only weapons capable of oneshotting ships before they can roll for disengagement, so they’re important. Popular Now . And torpedo-artillery computers, if you equip frigates with Proton/Neutron cannons and putting short-range gun into S slot thinking about S-sized gun as a personal defense gun if something will get that close. 9 NSC3 Edition. So you'd want to give 3 X mounts instead of 1 Perdition Beam there. On average every Arc Emitter does 850. #1 Michel3345 Jun 8, 2020 @ 5:33pm no i cant see the weapon when i try it tu use on battleships #2 Danny Jun 8, 2020 @ 6:15pm Perdition beams can ONLY go on Titans. So if you focus only on shields or armor, half the AI's weapons are wasted. Description. Titans make great "point-ships" in an engagement because they have a lot of health and range. The computer just sets the engagement range. 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. Usually 2400, give or take some based on which weapons/components 2. This Mod Adds Safety Off for Planet Killer Weapons – FGRaptor to the Stellaris Game. Core Cracking. Corvette swarms and bb with all xl and L weapons are all you need in this game. – New T6 Starbase Stellar Bastion, gives 12 module and 8 building slots, 24 platform slots, twice the hp and armor as a citadel, has access to a titan weapon slot (with Apocalypse only) – Star Fortress gives 4 building slots. Their battleships are armed with arc emitters making every fight a risk. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). Popular Now . (see img) - 460mm Shock Cannon - Default Energy cannon of the yamato. Titan limit locate in 00_ships_size. Advanced Titan Hulls: tech_titan_hull_2. ago. The 3 T1 XL weapon research options had a hidden effect, of unlocking 3 different titan weapons. This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles. 4 Anti-Shield. Their energy weapons deal -25% damage to shields and double damage to armor, their strike craft ignore shields and 66% of armor, and their titan weapons ignore all shields and armor. N. Stellaris: Apocalypse expansion adds Titan ships, marauding pirates, planet-killing weapons. About This Content. Simply the same weapons in the base game, times two. Leave a response . The Fighter performance one helps if I'm running my BB's as strike carriers (X slot + Hangars + L slot build). Stellaris: Titan Interdictor Module. Stellaris: Distant Stars Story Pack. - Gravitic weapons. Increase the maximum range of weapons by 100% or so. The Carrier computer has two values: It details the ship holds position at 150. Their weapons are quite powerful, the Titan weapon they use ignores all armor and shields and can oneshot almost anything (only a titan of your own would. FEs are only scary if you lose the first fight. You can use the rapid deployment war policies and the admiral trait who increase range (the one with the running guy) Bypasses weapon are the best against Contingency, Imo, but they require to have a sufficient load of energy weapon repeatable to deal sufficient. , L-plasma is only out to 80. *Not* really a feature. Stellaris is a popular grand strategy, 4X video game that allows players to explore a vast and dangerous galaxy, colonize new planets, interact with alien civilizations, and engage in interstellar diplomacy or war. 2. Popular Now . Is triggered only by: Anomaly project "Abandoned Station". The titan weapon trades the first shot for a 75% upgrade to fire rate, the X slot does 66% more damage to shields than the giga cannon, the drillers match the base damage of tier 3 SC and do strictly hull damage if you've built your fleet well at all, and the missile system does less unmitigated damage than tier 5 but ignores armor and puts 10x. The Titan weapon trades range for 75% higher damage/day, and driller drones match T3 strike craft while ignoring armor. The expansions released since the core game’s debut made the title even more exciting, adding various new mechanics. But to my surprise it seems impossible to outfit it with any truly big Guns. Visit our Stellaris Battleship, Titan, Corvette, Cruiser and Colossus pages to read about them. Stellaris: (-Mass Effect Shipsets NSC2-). Really awesome gem, strongly recommend. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. Though the Titan is capable of. - Small weapons are good against corvettes, and okay against destroyers. There's zero variety outside of the support aura. ** If multiple auras have the same ID the one with the highest priority will be applied. Assault Cruiser (Dragoon Class) – Close combat cruiser. The Colossus has full support for all planet killer weapons. Initial Compatibility Hotfix for 2. The macro battery is an extremely niche weapon and should be avoided. 6 it'll do 1. The Owl House-Will of the Titan. Try to bring lots of DPS, but alpha strike damage doesn't matter because it's one single entity. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. - Small weapons are good against corvettes, and okay against destroyers. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. For Large weapon slots, the Neutron Launcher and Kinetic Artillery are the go-to choices. . War Exhaustion -30%. but that's still 200 corvettes vs only 12 titans. This Mod is part of my Diplo Tweaks Collection. Weapons at GameJunkie. The Ion Cannon uses the same icon as the Titan's Perdition Beam and AFAIK that one is pretty useless later on because it does not benefit from repeatables. ) The best early-game fleet compositions and what weapons belong on them. Vanilla titans only have one weapon setup, and generally feel rather underpowered considering their massive cost, investment requirements, and limited number. Also, they have the shortest range weapons out of all the crises. This Mod Adds The Zenith of Fallen Empires to the Stellaris Game. Once battle starts all you can do is retreat, or send more fleets. 3. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. : 1. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. The exception being early rushes, and then it depends entirely on where your tech is at. The AI might still attack you. 3. ) -Very hard-hitting lances with some tracking. ago. Lets talk about the Titan, the ONE gigant ships which is supposed to be feared. 8 ‘Gemini’ Coop Open Beta Release Notes. LizardCommander. Advanced Strike Craft are really the only option for Hangars on your Carriers. Regardless, they would stay at a range where they could only fire their spinal weapon. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Leave a response . We have a new Meta. About this mod. Content is available under Attribution-ShareAlike 3. I know the devs love that titan beam, but they could just make the other 2 somewhat worse except in specific situations. The aim of this guide is to give some insight and information to new. Next is that the range for the XL weapon is really poor. Weapons: Best in slot strike craft and a 1-1 combo of damage types for flexibility. 1. For longer and grand games, this mod adds several advanced weapons. Their only scary weapon has like a 21 day cooldown so worry more about the escorts. * Stellaris Tycoon redux * The belt v2. Never use the kinetic X class weapon, the other two are more accurate and the difference in damage is negligible. . #1. With Battleships/Titans hitting the damage cap for the multiplier. Oobanooba did a short thing showing the Colossus next to Earth! asked for. 3. Didn't even have boosters on. i threw two into one of my. Titan slot weapons one shot almost all non titan class ships with overkill. I think it's fair to say that we can. . Mod was originally Paragon's We Are The Imperial Navy Mod that uses ships from Reiseafa's We Are The Imperial Navy Mod. C. 5 版本已更新. Component. With other bonuses, it's easy this way to push your designs to 100% shield hardening, and with enough shield health boosts from repeatables it can be very hard for late game threats to ever break. 10 corvettes would cost close to 55-70 minor artifacts a piece, if fully decked out in archeotechs. New Flag ship's Slot : Diva's Stage Update. Read More. Simply the same weapons in the base game, times two. Stellaris: Event Horizon Offset Facility . The Zenith of Fallen Empires retraces the steps of the Fallen, their rise to the pinnacle of civilization and military might. Stellaris: At War: Carrier Improvements (2. Giga cannons do not do the job like arc emitters and cloud lighting is too short. But the weapons are generally a downgrade. :) Sorry everyone. 2. There are exceptions to certain comps. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons, while staying at the intended distance. Cloud lightning isn't really a good weapon by itself - the only reason to really use it is that the arc emitter is a strong weapon, and if you're already using arc emitters then you want your other weapons to also bypass shields+armor, and cloud lightning is the only option you have for that in the large weapon slot. 1 Anti-Armor. Which Frigates' kinetic G weapon is 30 which will limit the number of guns an Artillery Battleship can even use on them. One top of that we are getting the new super weapon in the next update/dlc. There are no limits to the amount of escorts and battlecruisers that can be build. What happened to me: I scavenged a titan from some archaeological site and try to use the titan to engage a cultist fleet from the opposite side of a star system. 2. - The ship limit has a more complicated calculation now, but you get 1 more every ~200 naval cap. This adds a variety of possibilities to counter the all powerful Titan Laser, and gives. In addition to the regular defense platforms, a citadel-level starbase is also capable of hosting an Ion Cannon, a more powerful platform type that carries a weapon identical to the Perdition Beam titan weapon. Loader Efficiency:. This neighbor is very likely a fallen empire, they can have titans even in the base game but fallen empires have their own rules compared to normal empires. 4 Changes The update for the mod is almost fully complete, But is in a playable state, and for now only contains the planned set upgrades for Corvettes through Battleships (Titan sections are buggy at the moment, but. 2. Stellaris Titan Designs. One interesting design is to set the Titan up for long-range combat since the only type of Combat Computer available to it is the. . Added ship sections: Cruiser: - Flak Stern (2x point defence) Battleship: - Large Carrier Core (3x strike craft) - Carrier Stern (1x strike craft) - Flak Stern (4x point defence) Titan: - Titan Hangar Bow (3x strike craft + 2x point defence) - Titan Hangar Core I (3x strike craft + 1x medium turret + 2x point defence)Titans, as we all know, don't have very many options: only one possible weapon slot set, and the titanic slot only has one weapon. 6. As now Titan perdition beams are to be considered as energy weapons. Introduction. I found it neat i could equip my Ion Canon platforms with these new titan weapons (albeit with power issues). A country can only build one Colossus (Fallen Empire) and a maximum of 20 Titans (Fallen Empire) with 180 fleet capacity needed for each. 3. They appear as part of army recruitment. 9) "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. I have managed to find myself The Beholder "Legendary" Admiral which is a space monolith quite early on in the game and used it to clear some space fauna around me before I built a proper navy. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Subscribe to downloadStar Wars Empire Ships 3. New powerful X-Large energy lances for your battleships and bigger ones (3 variants + 1 Titan Beam variant. Your control over it would remain the exact same. However, building a Titan requires the Apocalypse expansion, as well as a lengthy process that. Really helps winning. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Enabled if: The anomaly's planet is not inside the borders of the ship's owner. Stellaris: Larabee’S Modified Star Wars Weapons . Use arc emitters and kinetic battery. The Titan comes with the Titan Laser perdition weapon. Stellaris: Stellaris: Reborn Ii (1/4) Stellaris: Automatic Repeatables . Or a short range slug titan with a lot of small and medium weapon slots. Stellaris: (-Mass Effect Shipsets NSC2-). S. A pure Disruptor Cruiser will have 5 M Disruptors at 2 S Disruptors, which only gives 45 DPS. Lets say for his sake a AI fleet, a Fallen empire fleet and a unbidden fleet. Weapon components. After researched, corresponding ships can be unlocked. Outpost is their defense platform. Part of the reason I made a mod that adds more ship sections. 0 unless otherwise noted. Different weapons go in the different slot types, and without mods there is no way for a battleship to get a T slot, only an X slot. Stellaris: Stellaris: Reborn Ii (1/4) Stellaris: Automatic Repeatables . Very well put, @SeekingEtermity. Feb 17, 2017. Titan Weapons Mod. Carrier Titans. Stellaris: (-Mass Effect Shipsets NSC2-). So I'm guessing a bug occurs using the console commands to unlock colossus weapons and bypassing the event. 0. If it's not enough to one-shot what it's. There are three weapons that seem to be doing best on Corvettes. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers.