it works 

table entry (after any corkscrew stuff, but before beam info)
$Electronics:
 +Intensity:		2			;;multiplied by constant depending on ship type so big ships are disrupted for shorter lengths of time
 +Lifetime:			10000			;;life of effect in milliseconds
 +Engine Multiplier:	1			;;how much longer this lasts on engines
 +Weapon Multiplier:	2			;;how much longer this lasts on weapons/turrets
the intensity multipliers are:
escape pod = 10.0
sentry gun = 10.0
fighter/bomber = 7.5
support ship = 3.0
transport = 2
freighter = 1.75
gas miner = 1.2
cruiser = 1.0
awacs = 0.9
corvette = 0.4
capital ship = 0.2
supercap = 0.075
knossos device/comm node = 0.1
therefore, if you manage to hit a fighter with a supercap disruptor, it shouldn't move for a while 

disruption time = lifetime * scale * intensity
then its adjusted according to subsytem multipliers