arc emitter stellaris. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. arc emitter stellaris

 
 The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damagearc emitter stellaris 1 Energy Siphon; 2

that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. 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. So that makes them quite strong for sure. First, range. If you're fighting a crisis on x10 or x25 the enemies have ridiculously high shields/armor, for example in my current game a scourge ship has 960000 armor and. Arc Emitters and Repeatable Hull Point research. Void clouds live to hang out there. I'm a veteran of Stellaris, playing since super early days. And if you are going to weild corvettes (and you should, both for the speed boost to your main fleet and as effective 'ablative armor') then they should actually be doing something. 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. Ultimately went Kinetic on Battleships and Plasma on cruisers. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). 50% get to the shield. ok, i'll explain it one more time: that cloud lightning weapon (medium sized) is NOT the same as the arc emitter and it's completely unrelated to the tech. . Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. FAE stands for Focused Arc Emitter. Helican Jul 19, 2016 @ 9:11am. The main advantage is that by the End-Game phase (assuming default 2200) you should have a few levels of repeatable tech on Physics for Energy Weapons to make AE+D+CL combo more powerful. Members Online. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Missile, strike craft, and arc emitters all have 100% accuracy. 25% instead of 50%. Plasma Throwers: tech_plasma_1. So in ideal Gigacannon situation, Arc remains close. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 8* 한국어 패치 및 설명. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. 6 update. never combine arc with anything else that isn't disruptor. 0 most weapons have been re-balanced and are now viable in different situations. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. 6 Ancient Saturator Artillery; 4 Explosive weapons. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. Giga can spread damage to help take down shields then tachyon focus fires. The risk changes if it's the Spiritualist FE. 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. Stacking more shields over shield capacitor in accessory slot gives more shield value. Don't even research them. 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. Also see the issue of ship computer. . 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. It is only visual bug and doesn't affect actual damage to enemies. Rare resource cost? neglible compared to everything else on a battleship. Cloud Lightning / Arc Emitters - Best in slot late game weapon once you and your enemies have a ton of repeatables Repeatables make it so the enemies shields get bigger and bigger and offense can't keep up so eventually you are better off DPS wise to just swap to weapons that ignore defenses entirely like Arc Emitters. The damage spreading is somewhat known. Focused arc emitter battleships with an artillery computer, titan aura buffing fire rate and a juggernaut with the range increase aura will curb stomp practically anything in the game. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Cloud Lightning is only good if you're using Arc Emitters as well. . If you see that your enemy has lots of shields and your other ships have weapons that deal lower damage to shields, Mega Cannons might be a better choice. Hit multiple targets. Go to Stellaris r/Stellaris. But I’m also lazy. I've been using arc emitter carriers in my current run against 5x GA Unbidden and Contingency (using mods for forced ~2300 triple crisis), and while they were. What is everyone's favorite version of Doomstacks? Mine is a few titains, a lot of battleships and the rest cruisers all with…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. The juggernaut is different because it can rotate so the arc emitters can always fire. 8. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Rare resource cost? neglible compared to everything else on a battleship. They also still lose against corvettes with similar results. 对该项目的细节说明请添加至相关页面. Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. So the battleships and cruisers try to maintain permanent 100 range while firing. But not like the status of Arc Emitters in X slot. Especially in the early game your enemies will be mostly hull, or at least a pretty balanced mix of hull / shields / armor; in this case the pure hull weapons aren't all that. Stellaris. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. Pound for pound they do more damage than Focused Arc Emitters and Cloud Lightning and have greater range, but they still have to chew through shields. I. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. Arc Emitters in Xs. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. I tend to try and make them as split and even as possible across the board. You'd need 20 Corvettes with x3. Still, in 3. 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. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Contingency has basicaly +100% buff to almost everything (damage, health etc) and uses the following weapons: All warforms (battleships) have Focused Arc Emitter which completely ignores shield, armor and has 100% accuracy. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Torpedo Corettes. Arc Emitter + cloud lightning battleships, with or without PD destroyers. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty 50/50 Shields/Armor, Green components I've just added Afterburners for the speed, Artillery Computer Pure arty BB's trade nearly 1:1 with this but they don't have the versatility of Strikecraft so they get shredded by BB counters. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. 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. Usage. And typically is available 5-10 years later, so it can be common to not even use the Arc Emitters and skip straight to FAEs. - Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. These IDs are usually used with the research_technology tech ID command. Do that and then ONLY arc emitters will be viable as armor and shields are already repeatable, if hull becomes repeatable only weapons that go directly to the hull. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. 0) Number of years since game start is greater than 15 (×2. Then roll them up with your own arc emitter battleships, preferably from behind their battlecruisers. 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. 6. Most urgent late game problem. Tachyons are good overall, especially against armour. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. 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. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. If you're going the FAE path, then you don't want Kinetic weapons at all. Arc Emitters are also quite OP. 4. Armor if you don't know what you're up against or don't really care (generally stronger then shields), shields if you know it'll counter the enemy (Unbidden/Contingency). - Gravitic weapons. In singleplayer you can just mass these, the AI will never counter them. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Damage vastly outscales defense in Stellaris. 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. Disruptor type weapons (including Cloud Lightning and Arc Emitters) are very good against Fallen Empires and the Contingency, as they have a lot of shields and armour but relatively little hull. lances have much better armor penetration. Arc emitters are another option to deal with ships that have high shields and/or high armor values but mediocre hull points (like the contingency). But arc emitter carriers slot nicely with missile cruisers. v2. Prethoryn have shield pen so stack up more on armor and also they lack shielding so go for energy weapons mainly (don’t bother with Kinetic). The reason may be that the unbidden fleet is spread out across a radius of close to 60. Where do people stand on arc emitters? On paper with the average damage and the shield/armour pen they seem amazing but then you look at the damage…14 votes, 26 comments. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. Logical-Table-3530 • 2 mo. 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. With power booster on accessory slot. So an arc emitter can two-hit a battleship when lucky. 1 version of this mod !!! The aim of this mod is to expand upon the vanilla technology tree of Stellaris with new tiers of weapons, shields, reactors, armor and thrusters. 5 damage per shot while completely ignoring shields and armor. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 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. XL weapons target large ships first and large ships have lots of armor. 50% pierce through the shield, but gets reduced by 50% of the ships armor. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. True that Stellaris previously had balance issues when a bunch of naked corvettes were stronger then "normal" fleet on same money, but it was fixed loooong time. 50% get to the shield. 05) and (0. 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. Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. 4. Disruptors are good in two contexts: late-endgame when everyone is in the repeatable tech chain, or early/mid-game when you're trying to snipe Fallen Empire end-game techs. Arc Emitters are already balanced, and don't need a change. (×1. It’s inside the forward hard mount, then a little up. Crisis need rework. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Look up their compositions, and the tips against a specific FE here. e. However, Stellaris does not show this enough, even that many grand urban or city planets have become relics world in history —— but later generations will remember their lessons. 55. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. Asking the Stellaris community a. NK_2024 Collective Consciousness • 3 yr. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. 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. Normally that's only the fallen / awakened empires. Arc Emitters seem great because they bypass all shields and armour, but the problem with them is that all of your other weapons do not. Minimum range means, that ships cannot fire too close with certain weapons. This page was last edited on 14 October 2017, at 11:50. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. 2 since they lost their Arc Emitters for Tachyon Lances. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Stellaris has a rather cheap upgrade system, where its easy to switch designs. fire and damage for about 40 times that your battleships should just be completely naked and equipped with only Focused Arc Emitters in X slots. Very few get through as they hit 100% of the time and bypass everything. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. 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. FAE stands for Focused Arc Emitter. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. In singleplayer you can just mass these, the AI will never counter them. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Also see the issue of ship. Depends on your other ships and weapons and what type of defense your enemy is using. You just necro'd a post 18 months old. Ennemy does not increase its hull over tech, loadout or time. Life is MorningLightMountain. For specific weapons, you can really pick your choice. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. (But to be honest, with vanilla stellaris, once you have focused arc emitters you can easily take out any FE, and you get those around 2240 in a tech rush. 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. Focused arc emitter battleships for contingency and unbidden, tachyon lances for prethoryn, run strike craft with either with contingency and unbidden they help by ignoring shields and thus can actually aid the FAEs in doing damage and with prethoryn they help by killing enemy strike craft ( even though prethoryn strike craft are really slow. Arc Emitters: tech_arc_emitter_1. 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. 12000. Lances are countered with shields, which makes them suboptimal in the start of the battle. Directions. Content is available under Attribution-ShareAlike 3. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes, and definitely better to use Neutron Torpedoes. Pure M, two after burners, rapid deployment, artillery computer. The tachyon lance does 15. Arc Emitters: tech_arc_emitter_1. Those that do will use cloud lightning and arc emitters with a strike craft bay. 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 artillery) or S/M (Disruptor vs gamma laser/gauss cannon). Focused Arc Emitters and Clould Lightning is best. 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. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. 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。. Its anti-hull damage is about two and a half times higher than the Arc Emitter, and its anti-armor damage is even higher than that. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ago. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. The other main weapon loadout is Neutron Launches with a Giga Cannon. The Arc emitter splits its damage up too much. Another thing to consider once you get to the artillery battleship stage of the game is that the Focused Arc Emitter is actually pretty good as an alpha strike weapon: it has the full 150 range and deals around 2/3 as much base damage as the other X weapons, but completely skipping shields and armor will get you a lot of outright kills on large. Tier 0 is used for starting technologies. Reply ironsasquash. I use cheap modules (arc emitters, tier 1 engines, crystal platings, if I had researched auxiliary fire control I would have added it, also before end game events I use regenerating hull tissue to reduce casualties), in x1 tech/tradition I would consider using shields instead, to survive 2-3 hits from large matter disintegrator. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. Cloud Lightning / Arc Emitters - Best in slot late game weapon once you and your enemies have a ton of repeatables Repeatables make it so the enemies shields get bigger and bigger and offense can't keep up so eventually you are better off DPS wise to just swap to weapons that ignore defenses entirely like Arc Emitters. . Make sure you have high accuracy; aux fire control helps for this. It offers the best alpha strike) as many shields as you can fit one shield capacitor one reaction boosterNot to say Stellaris must follow history/be realistic, but it would give carriers a distinct advantage over other weapon systems. Community Hub. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Stellaris. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. If you think Engineering research is bloated then get a propulsion specialist if you want guns or a voidcraft specialist if you want stations and chassis, and get a couple more tech picks. 1 Mass Driver; 3. 2 Null Void Beam; 3 Kinetic weapons. 2 Ancient Macro Batteries; 3. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Strikecraft are the same but also clean up small ships very effectively. And besides that a Mix of Kinetic and Energy Artillery. First, range. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. 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. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. You should use a ton of shields yourself though because most of their weaponry is weak to shields. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. Stellaris. Its anti-hull damage is about two and a half times higher than the Arc Emitter, and its anti-armor damage is even higher than that. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. It just misses an icon. 3 Autocannon; 3. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. 2 Ancient Nano-Missile Cloud Launcher; 4. And then the rest never appear. Because Disruptors are the single worst mainline weapon in the game. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. From my experience, artillery BS fleets win arc emitter fleets. Standard combo is giga cannon with neutron launchers. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. This balances them out. The advantage of the Arc Emitter is a 10% higher base accuracy. The giga has 50% armor pen, and an extra 33% shield damage. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. For one, I like to micro. . It shoots a 30° electric arc spreading through nearby walls and between enemies. Of course it also costs you the entire hangar front section. 50% get to the shield. What many forget is that damaging the hull directly reduces the attack effectiveness of the target by half of the damage taken: it's -50% effectiveness at 0 HP so -25% at half HP. 对该项目的细节说明请添加至相关页面. Plasma Cannons: tech_plasma_3. Nemesis Patch #2 Released! MrFreake_PDX. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. For specific weapons, you can really pick your choice. This is a searchable and complete list of Stellaris technologies and their IDs. Numbers roughly add up. Arc emitter/ carrier core / multi missiles. The only time this reverses is against the Unbidden. InflationCold3591 • 3 mo. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Still, in 3. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. 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 one of those things that are terrifying if you have critical mass but a mere nuisance if there's only a few of them. Most urgent late game problem. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). - Nanite weapons and armors. Arc needs to do 13200 to kill. These cruisers went directly for the backline. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. 0 unless otherwise noted. Use arc emitters and kinetic battery. Also, the void cloud lightning is better. BB Arc emitter cloud lightning in 3. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 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. These are also easily moddable via its file, see #Tiers . You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. If they have crystal infused plating and lots of hull points then I will use Giga Cannons, otherwise it is Arc Emitters all the way, especially if the enemy is. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. Arc Emitter damage is very unreliable, their possible damage range is huge, from almost no damage to decent, you don't know what you are going to get per shot. Contact. Choose weapons that ignore or are more effective against the enemy’s ship design. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If you roll the unbidden, their weapons actually have the same range meaning that you could use nothing but those two weapons to obliterate everything from a distance. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. Currently 2 computers try to get inside the minimum range. 1) Cruisers are "poor man battleships" and should be avoided. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. This is only especially useful against fallen/awakened empiers since they invest heavily in armour and shield while having comparatively few hull points, due to the fact these weapons tend to have significantly notably worse DPS than other weapon types. Damage on the arc emitter can be 1 to 1700. you need kinetics to lower shields for the nl though. Compatible with Stellaris 2. Highlights include: - Psionic weapons. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Battleships will be build, but not very many. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. A complete and up-to-date searchable list of all Stellaris. 3. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Arc emitters are unreliable in terms of damage, which limits their effectiveness. If you use Arc Emitters mixed in with anything that doesn't ignore shields, you are wasting that ability entirely - as bad as mixing Torps and non-shield penetration weapons. 5 combat model. 23 votes, 22 comments. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It also seems like spinal mount carriers with arc emitters are better carriers. Use the torpedo computer, and fill up free slots with missiles. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. A battleship has around 3000 hit points. 1 hull, so a weapon with lower DPS that can directly go for hull works best. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 4 Torpedoes; 4. The Arc emitter splits its damage up too much. 解锁:在鼠标浮层中查看. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Matter Disintegrator - A new approach. 2. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. it is in the same category as the disruptor and the arc emitter. Stellaris. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 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. MorningLightMountain is Prime. Those low rolls are outweighed by volume of fire. 3. Torpedoes & Strike Craft, plus Plasma and Arc Emitter 50% shields, 30% armor, 20% hull Destroyers with much the same except no Strike Craft They also have 1 Titan, 23K fleet power by itself. The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. but stellaris is first and foremost an rp game, do your low tec energy weapons game. So on the alpha strike alone, the Carriers are killing 26 Corvettes. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. You either go with 4 Neutron Launchers or 4 Cloud Lightning. 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. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Against armour (scourge) Lances. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. Lances decimate armour, but are hopeless against 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. You want as MUCH distance as possible with as much range as possible. g. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. Arc Emitter + Cloud Lightning is the combo. Go to Stellaris r/Stellaris.