Arc emitter stellaris. Even without repeatables that setup should be more than enough to handle any of the crises easily. Arc emitter stellaris

 
 Even without repeatables that setup should be more than enough to handle any of the crises easilyArc emitter stellaris For specific weapons, you can really pick your choice

Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. These cruisers went directly for the backline. What am I missing?Stellaris. With power booster on accessory slot. So I’m currently fighting the Contingency, so my fleets are all specked to Arc Emitters and Cloud Lightning with some corvette fleets with Phase Disrupters. The lance does more raw damage but iirc the scourge have roughly equal hull and armor, meaning they basically take the same number of shots to kill any given scourge (lance does double damage but emitter ignores 50% hp). Against armour (scourge) Lances. Tachyons are good overall, especially against armour. Its almost like two options are interchangeable. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Derived from [Universal Arc Emitter] Mod, this is a L-slot arc weapon, kind 'a better and more expensive cloud lightning, or smaller arc emitter. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 6+ Stellaris. Hull is 3300. Against shields ( unbidden ) mega cannons. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. You want +5% Damage buffs more than +5% rate of fire, to a point. Tachyon lance is close enough. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. The only difference was they were using Arc. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the. Simply have both fleets engage at the same time. If the enemy is faster, then they cannot. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. You need to start a new game. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. (And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at it. r/D4Druid. But this is close enough that you propably need a much longer test set to be sure. tech_arc_emitter_2. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Focused Arc Emitter (energy) Kinetic Artillery (only good for facilitating energy weapons) Neutron Launcher (energy) Devastator Torpedo Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. This balances them out. The tachyon has 90% armor pen, and -33% shield damage. The Arc emitter splits its damage up too much. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. 6 isn't a Battleship meta. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why I say it's optional. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. Yeah the S- or M plasma on Line Cruisers are fine. The Low roll damage for a Lance is an Average roll for the Arc, even of rate of fire is countering consecutive low rolls you're better off damage wise with. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. 1 Mass Driver; 3. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Hi, so I understand tracking and evasion fairly well enough but I need others to give input on this if they know for certain because the Arc emitter…Literally all you need to do to win by giant margins in stellaris on any difficulty is focus on science and rush battleships with hangers and arc-emitters. Stellaris. But I’m also lazy. Depends on the enemy’s defenses. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. Still, in 3. 55. I still recommend battleships but you will suffer losses. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. The Meta Artillery Battleship™ is Giga Cannon + Neutron Launchers (although an argument can be made for 3 Neutron + 1 Kinetic), with the Carrier variant replacing the middle section with Carrier and taking Arc Emitter (you can skip small slots and PD, they will do nothing unless you’ve let the enemy get into melee range). )Use a few carrier battleships with Focused Arc emitters and swarmer missiles, swarmer missile destroyers, and a sizable group of either corvettes/frigates and you'll be good to go. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. 45k did it for me with nearly no losses and it was quick AF. A complete and up-to-date searchable list of all Stellaris technology IDs. These IDs are usually used with the research_technology tech ID command. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar Emitter (II) is way more OP. Techs needed: Battleships, Megacannon (or Arc Emitter), Kinetic Artillery, Shield Hardeners, Autocannons Required Components: Line Computer Sections: Spinal Mount Bow, Artillery Core, Broadside Stern X-Slot: 1 Tachyon. focused arc emitter would be awesome if there was a good armor ignoring L slot weapon but there isnt (cloud lightning has bad range and bad dps) Its worth it to go for arc emitters and leave the other slots empty as soon as your opponent has less than ~1/3 to 1/4 their defenses in form of hull, which is the case for fallen empires, contingency. The effect seems surprised and i feel a lot. Considering how much shielding the Unbidden have, and Arc Emitters ignore all armour and shields, they seem to be the go-to XL slot weapon. 3. One can tailor it a bit for Prethoryn/Hidden as needed. never combine arc with anything else that isn't disruptor. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. If thats Contingency, just use disruptors instead. Then while conquering late mid-game, T5 shields, weapons, armos, etc, I find my 3 20K fleets being obiterated by the AI's own 20K fleets, which have lower tech armor, lower tech shields, and the same weapon tiers. They tend to fall off a bit late game once repeatables have gone on for awhile and people are running arc emitters that are wiping out enemy fleets before strike craft can get into range. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. Cruiser VS Battleship. For the record, in stellaris 2. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 2. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. The Contingency got nerfed pretty hard in 1. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. But arc emitter carriers slot nicely with missile cruisers. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. but medium sized brawler cruisers and destroyers+corvette swarms with small distruptors are very effective against contingency ships if combined with cloud lighting and arc emitter/carrier battleships as they negate contingency ships heavy armor and shields while. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. A battleship has around 3000 hit points. The only difference was they were using Arc. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. Your Carriers will be weaker and more vulnerable for the loss of Focused Arc Emitter and Point Defense, and you will be locked out of Artillery Battleships which could be a problem against the crisis, but there's enough here to work with. This mod also adds two new technologies to the. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. The only difference was they were. 2 since they lost their Arc Emitters for Tachyon Lances. The two weapons are attacking different segments of their HP. Very few get through as they hit 100% of the time and bypass everything. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Members Online • [deleted]. 6 update. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Arc Emitter + cloud lightning battleships, with or without PD destroyers. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 25+ arc emitters (or 50+ if you stack fleets) going off before the enemy is even in range will cause casualties and can win you a battle before it even properly started. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. When stellaris was updated to 3. Compatible with Stellaris 2. Those that do will use cloud lightning and arc emitters with a strike craft bay. I know stellaris ship design is a lot of countering enemy ships, but in general, is having a fleet that mainly targets hull a…Stellaris. it is in the same category as the disruptor and the arc emitter. In EVE, for example, the projectile weapons don't use energy, at all. The downside is this is considered late game, because you must research Gamma Lasers to unlock Disruptors, then research all disruptor tech to unlock Arc. i also have 20 crusiers in the same fleets 10 with disrupters+ plasma and 10 with normla alsers and gaus guns as gunships for smaller shipsIs there any way to remove arc emitters from use? My latest game has just turned into a match of whose X Arc emitter armed ships can destroy the opposing first which is pretty dull, i want to see my big ships dukeing it out with the enemies. Arc Emitters are already balanced, and don't need a change. I can see how the arc emitters aren't helping with defense breaking here. For battleship going with focused arc emitter in the x-slot, since you will lack any hard hitter weapons it is best to just hit the hull directly with your x-slots from longer range. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. Finally, the Focused Arc Emitter is actually the strongest of the three in isolation, but its downside is that it has no good weapons to combo with; Cloud Lightning has terrible combat stats and Disruptors are even worse. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Now im not a pro Stellaris gamer by any means so I figured id ask on the forums abit to see what is meta in the game. So you're often better off equipping just the arc. After your first fleet engages, have a second fleet of naked battleships engage. Don't even research them. Helican Jul 19, 2016 @ 9:11am. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. So the battleships and cruisers try to maintain permanent 100 range while firing. 50% get to the shield. So that’s 2M damage per week. 1 Missiles; 4. So in ideal Gigacannon situation, Arc remains close. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. The Arc emitter splits its damage up too much. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. 4 Anti-Shield. Also, the void cloud lightning is better. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. Stellaris currently has no AoE of any kind, again barring the minefield aura. The juggernaut is different because it can rotate so the arc emitters can always fire. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. You either go with 4 Neutron Launchers or 4 Cloud Lightning. 例如:“异种. There's even an argument for picking the lowest tier engines to save on alloys. Of course it also costs you the entire hangar front section. Best Auras are locating and Reduction of Disengagement chance. The tachyon lance does 15. These are also easily moddable via its file, see #Tiers . distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets stomped. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. That leaves you with lances or arc emitters. Issue 2: Some ships can take the hit. They also still lose against corvettes with similar results. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. I can see how the arc emitters aren't helping with defense breaking here. 3 Arc Emitter; 2. FAE stands for Focused Arc Emitter. 3 Swarmer Missiles; 4. I have. 3. Plasma Throwers: tech_plasma_1. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Not sure which. But even then I will tend to go Giga if there. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Damage on the arc emitter can be 1 to 1700. Getting thorugh. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. Otherwise the dps is too low in comparison to other options. To my knowledge you can't arm corvettes with torpedos without nodding. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. This page was last edited on 14 October 2017, at 11:50. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. 4. Magyarharcos. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). Arc emitters are one of those things that are terrifying if you have critical mass but a mere nuisance if there's only a few of them. In singleplayer you can just mass these, the AI will never counter them. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 2 Ancient Nano-Missile Cloud Launcher; 4. This page was last edited on 14 October 2017, at 11:50. Arc Emitters have a base cooldown of 10 days, the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Plasma is obviously an exception however- it does too little damage to shields. Plus given XL weapons have incredible range and that shields are the first layer of defense, using Giga cannons means you can get their shields down quicker so that by the time you've got. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Mega Cannons+Neutron Launchers are more efficient otherwise. Stellaris Dev Diary #312 - 3. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Range will not be in your favor, though. This is my attempt to sort out some things and get rid of confusion. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Targetting priorities. And then the rest never appear. But I’m also lazy. Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets. The arc emitter is Severely underated in my opinion and will do rather well i highly recommend it and to have several tech lance battleships to deal/soften up some targets. Ok so I will be going Arc Emitters + Phased Disruptors and Full Armor with 1 shield because I like to keep all my weapons in one tech and all of my defense in another tech for maximum repeatable technology efficiency. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. Stellaris. Thanks. Void clouds live to hang out there. Keep. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Contact. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 3. 4 Kinetic Launcher; 3. One mechanic in favor of bypass weapons is that ships lose 1% fire rate for every 2% hull lost, thus an alpha strike from Arc Emitters can reduce sustained damage from enemy fleets. ago. Stellaris. Go with 3 BS variants anyway then you got all your vases covered. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. Usage. But not like the status of Arc Emitters in X slot. If thats Contingency, just use disruptors instead. How do you equip "arc emitters"? I saw them mentioned on this subreddit as being a good weapon, so I researched it(then a further upgrade). 在这个文件夹中找到两个能够使用Excel打开的文件,一个是ODS文件,一个是CSV文件,ODS文件是打开后不会乱码十分整齐的文件. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. . I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. Is there any way to remove arc emitters from use? My latest game has just turned into a match of whose X Arc emitter armed ships can destroy the opposing first which is pretty dull, i want to see my big ships dukeing it out with the enemies. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. Damage on the arc emitter can be 1 to 1700. Arc Emitters in Xs. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. In 3. Adding hull repeatables isn't really possible, because it would. Is it the Focused Arc Emitter o. The go-to way to use Whirlwinds is part of a balanced Battleship build. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Tachyon Lances:The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. With 60 range, the most you can squeeze out of them is 60 + 10% (rapid deployment war policy) +20% (cautious) + 20% (artillery combat computer) for a total of 95 range. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. Most urgent late game problem. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. So that’s 2M damage per week. . 0. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. The advantage of the Arc Emitter is a 10% higher base accuracy. Stellaris. But if you are hellbent on having your race get close without going crisis, then i suggest the following: 40% generic corvette 20% PD corvette 20% torpedo cruiser with normal missiles on S slots, and dual afterburner to get close quickly. The focused arc emitter does 11. Loadout. It is only visual bug and doesn't affect actual damage to enemies. (×1. The end of my last game i had 550. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. r/Stellaris. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Arc emitters + cloud lightning battleships are both fun and worth it. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. They tried to borrow from EVE Online, I guess, but didn't quite finish. - Gravitic weapons. ago There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Content is available under Attribution-ShareAlike 3. Arc Emitters I'm pretty sure. g. (battleship/cruiser with gigacannon and arc emitter) and fodder arm (corvettes with swarm combat computer) Keep all Star bases at chokepoints upgraded and armed to the teeth, build missile defense platforms or, even better, strike craft platforms because as I’ve said before THEYRE THE HOT THING right now. Rest is carrier battleship with arc-emitter on X slot. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Lance, giga cannon and emitter means anyone will have a bad day. Of course when Neutrons or the other X slots are in play, sustained DPS isn't really a factor when the alpha strike is all that matters. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. Ennemy does not increase its hull over tech, loadout or time. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. 6. So you know how if you destroy the Hull you basically destroy the entire ship. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. In Stellaris combat all ships are always firing but not all ships are always receiving fire A defensive computer on a ship that isn't receiving fire is a waste of that slot. Not so much for PVP but for PVE. But imagine if projectile weapons in Stellaris had no power requirements at all. When no enemy in desired range, then the ships will attempt to gain range. ; About Stellaris Wiki; Mobile view While the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors and Cloud Lightning are unremarkable at best and struggle to compete with the Neutron Launcher and Kinetic Artillery. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Just focus on Battleships with: full shields (their only weapons are energy based, and your strike crafts+point defense should easily neutralize theirs), cloud lightning/arc emitters (they have strong shields/armor but weak hull), point defense and strike crafts to neutralize theirs as already stated. - Nanite weapons and armors. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. - My plan is to completely bypass their shields and armor with my Battleships and then deflecting their torpedoes and Strike Craft with PD and Flak picket. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. 6 I find that normal torpedo cruiser fleets to counter large ships and battleships fitted with arc emitters, hangar bodies and whirlwind missiles to kill everything else works great. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. These fleets seem to be punching way above their weight. Is there any way to remove arc emitters from use? My latest game has just turned into a match of whose X Arc emitter armed ships can destroy the opposing first which is pretty dull, i want to see my big ships dukeing it out with the enemies. This means 86% of the ships DPS is ineffective until shields are down. 5 damage per shot while completely ignoring shields and armor. Cloud Lightning; Giga Cannon vs Kinetic Artillery). How do you guys handle them?Lasers suck against shields. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. So my ideal fleet comp would be torpvettes and arty battleships. 0) Number of years since game start is greater than 10 (×2. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Stellaris has a rather cheap upgrade system, where its easy to switch designs. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Hit multiple targets. First, range. 3. Focused Arc Emitters vs Tachyon Lance 2. It also adds several new subtrees with technology based on crystals, psionics, gravity. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. Where's my fucking reactive armor, goddammit. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. Giving up one strike craft for the arc emitter is easily worth it. I tend to try and make them as split and even as possible across the board. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar Emitter (II) is way more OP. 4. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Nah. Plasma is good, but it should also be paired with kinetic weapons. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Normally that's only the fallen / awakened empires. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. Stellaris. Significant-Phase-71 • 2 yr. 2 Ancient Macro Batteries; 3. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. Helican Jul 19, 2016 @ 9:11am. How good is a disruptor/ cloud lightning/ emitter monofleet? I know a fleet of corvette's with autocannons followed up by a fleet of BB's with energy…The only real damage they can do to you is with focused arc emitters, but it's not like they mass them enough to start melting fleets. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. Arc Emitter/Cloud Lightning battleships is the only strong argument I've found as certain builds can make those comically dangerous, at least in the 3. Accuracy useless since arc emitter is 100%. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. As soon as I get titan I am going to launch an offensive. The damage spreading is somewhat known. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. ago. Stellaris cheats and commands. It seems that arc emitters are slightly better. Slaanesh-Sama • 4 yr. Tho i have yet too see anything beat Arc Emitter spamm. 2. All are pretty good but GC has the edge. So you take a look at the x slot weapon options, glance at the stats and see that the arc emitter is a full penetration weapon, the tachyon lance is a hull shredder, and the giga cannon is a shield killer. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. !!! This is the Stellaris 2. Focused arc emitters and cloud lightning do wonders against them, and use some flak cannons to deal with their strike craft (or strike craft of their own). so no reverse engineering. They have roughly 75% the DPS of the other X-L mounts and the same range, whereas med disruptors have roughly 1/3rd the DPS of t5 energy/kinetic weapons and shorter range. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Arc emitter/ carrier core / multi missiles. Giga Launcher + Kinetic Artillery is also a good alternative to rip through their shields, or maybe even missiles given that they have shield penetration, but those require another set of repeatables. Basically, if MD are bad at focusing.