arc emitter stellaris. Use the torpedo computer, and fill up free slots with missiles. arc emitter stellaris

 
 Use the torpedo computer, and fill up free slots with missilesarc emitter stellaris  – X-slot weapons and L-slot long-range weapons range are reduced

- All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). crystal hull plus the regen from scavenger bot and engineer admiral. 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. If thats Contingency, just use disruptors instead. Giving up one strike craft for the arc emitter is easily worth it. 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. Directions. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. Amongst the battleship based weapons in vanilla Stellaria, it seems that the Arc Emitter is over powered because it completely bypasses shields and…XL arc emitter bypass all shields and all armour and phase disrupters do the same. You can kill him, more efficiently with Battleships(arc emitter/Neutron) and a Corvette(torpedo) screen and hit and run/trickster Admiral and more fleet power. Particles The Particles tech tree focuses on lasers, reactors and FTL. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. 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. 3. Reply. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Depends on the enemy’s defenses. Arc emitters are unreliable in terms of damage, which limits their effectiveness. So that makes them quite strong for sure. ago. 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. That almost never happens. FAE stands for Focused Arc Emitter. 4. Unbidden: Unbidden is the only time that Arc Emitters actually shine. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Plasma Cannons: tech_plasma_3. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. I’ve been running some tests against 10x unbidden using a mix of 30-40 destroyers with disrupters and flak, 20ish cruisers with torpedoes, missiles and disrupters, and like 5 carrier battleships with arc emitters. 1 Missiles; 4. 5 times the fleet power does not suprise. Jun 28, 2022. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. !!! This is the Stellaris 2. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. Indeed they are bad at pretty much everything else - but that they can do good. There are 3 possible X-slot choices at their most highly upgraded versions, and the Juggernauts can equip two X-slot weapons on a ship (including both the same or two different ones). Arc Emitters really are the go-to XL in general, expect a. Example: research_technology tech_starbase_3. 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). Ive got arc emitters on my juggernaught for example and it will happily fire them while moving away from the enemy :| That said ive also got battleships with arc emitters which do have to. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. I don't know what or where things went wrong, but I tried giving the new patch a chance. - 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. Those low rolls are outweighed by volume of fire. The design gets even better if the crisis is the Scourge because their special fighter you can scavenge from debris does more damage and has 66% armor penetration (instead of just bonus armor damage) in addition to the normal 100% shield penetration. 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. 解锁:在鼠标浮层中查看. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. 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. They tried to borrow from EVE Online, I guess, but didn't quite finish. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. The only difference was they were. ago. 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. you need kinetics to lower shields for the nl though. In singleplayer you can just mass these, the AI will never counter them. This means a specialised build, either to ignore shield and armour entirely and use disruptors/arc emitters (with some point defence mixed in to counter enemy fighters. The very existence of other independent life forms is a threat to MorningLightMoun. BEEIKLMRU. Members Online. 4 Anti-Shield. However. I can see how the arc emitters aren't helping with defense breaking here. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Best Lategame Fleets: 20 BS with Forged Plates and Arc Emitter + 3 Lightning 4 BS only StrikeCraft+ PD and 1 Lightning 2 more BS or one Titan. But imagine if projectile weapons in Stellaris had no power requirements at all. 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. 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. Cloud Lightning; Giga Cannon vs Kinetic Artillery). This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Their damage is. man. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. 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). Getting thorugh. In a space storm, Tachyon Lance just murders things. 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). Reply Averath Platypus • Additional comment actions. The advantage of the Arc Emitter is a 10% higher base accuracy. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. The damage variance may seem like a turn off, but with over 100 arc emitters firing off at once at + 300% fire rate, damage variance matters little, and works wonders for fleet combat, as it doesn't matter how much armor or shield repeatable your enemies research, the only way to increase hull is with researching non repeatable techs, and. 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. The advantage of the Arc Emitter is a 10% higher base accuracy. So Mega/Giga cannons are the way to go in most cases. Let's jump into the foundational design before I start explaining. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Proton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. Stellaris. Using crystal plating to improve hull points doesn’t work enough. 00). Assuming they deal their full damage. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. While it seems good, it's actually better to use. Gigacannon needs to do 12600 to kill. Medium disruptor has range 60 and average damage 6. Cloud lightning is an L-size weapon with range 70 and average damage 11. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. I’ve read around a lot that arc emitter is worse than running either X weapons, but the Fallen Empire targeted me and is bringing a 174k fleet to my 120k fleet. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. The damage spreading is somewhat known. This page was last edited on 14 October 2017, at 11:50. Stellaris. This page was last edited on 14 October 2017, at 11:50. 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. Carrier battleships can counter most anything. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Man ive been playing Stellaris for more then a Year bow and ive gotten pretty Good at it id say but i have no idea how yall manage 50× Crisis. 44. The effect seems surprised and i feel a lot. 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. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Stellaris Dev Diary #312 - 3. 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. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. I’ve had trouble in the past with their arc emitters and need a counter. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Still, in 3. 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. Earlier it's more important to have higher tiers of weapons than it is to have a balanced mix due to the opportunity cost of research, and engineering techs are usually more plentiful and useful than physics techs. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). Usually you'll get better results. - Biological weapons and armors. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. 2. The only difference was they were using Arc. 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. 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. Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. That leaves you with lances or arc emitters. Numbers roughly add up. 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. Focused Arc Emitter in the front, a couple hangars in the core, and a couple Whirlwind Missiles in the stern should theoretically create a design that will be moving between 120 and 150 range. (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. The juggernaut is different because it can rotate so the arc emitters can always fire. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Arc emitter is energy weapon. 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. 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. I did some research and have arc emitters, which should be helpful. Prime is life. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Titan. If you're going the FAE path, then you don't want Kinetic weapons at all. Weapons try to maximize their damage. – Strikecrafts damage has been reduced and speed was rolled-back. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. Meanwhile, the Whirlwinds and Marauders still have 45% and 40% tracking respectively, and a single volley from the Whilrwinds will kill 6 Corvettes and Marauders will kill 2. 5 damage per shot while completely ignoring shields and armor. Stellaris. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. Cloud lightning is an L-size weapon with range 70 and average damage 11. But I’m also lazy. Other weapons can obviously be better depending on targets. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. These are energy weapons too and they completly ignore shields. You can try to ambush them by jumping behind them and make their arc emitters useless but this assumes you have a great deal of damage. r/D4Druid. 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. 4. Stellaris. Generally I fit my ships depending on the composition of enemy fleets. 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. (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. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. 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. 50% pierce through the shield, but gets reduced by 50% of the ships armor. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . 4 Torpedoes; 4. 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. Stellaris. Numbers roughly add up. 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). Giga can spread damage to help take down shields then tachyon focus fires. . Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. ago. (×1. So my ideal fleet comp would be torpvettes and arty battleships. Significant-Phase-71 • 2 yr. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. . I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. Still, in 3. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. 3. ago. 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. For one, I like to micro. Accuracy useless since arc emitter is 100%. - Nanite weapons and armors. A better and stronger Arcology Project hsa. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. 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. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. The focused arc emitter does 11. 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. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. What am I missing?Stellaris. I don't know what or where things went wrong, but I tried giving the new patch a chance. 4, XL weapons will. In playthrough #2 I'll experiment. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. I hadn't noticed it. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Stellaris technology list and IDs cheat. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 2. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. 6 isn't a Battleship meta. Damage on the arc emitter can be 1 to 1700. I'm a veteran of Stellaris, playing since super early days. ( stellaris noob) i dont have dlc so idk if that contributes Most of what I do doesn't striclty require a DLC. That said, late game going with the arc emitter front and two hangar bays works out nicely to both counter enemy battleships with the arc emitters and other ships that don't have XL weapons with the strike craft (and arc emitter). Their battleships are armed with arc emitters making every fight a risk. Compatible with Stellaris 2. I tend to try and make them as split and even as possible across the board. And the damage buff of weapon type, should be multiplying. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 6. ago. Stellaris. Stellaris cheats and commands. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. 1. 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. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. 解锁:在鼠标浮层中查看. 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. Yeah the S- or M plasma on Line Cruisers are fine. Helican Jul 19, 2016 @ 9:11am. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Hull is 3300. Top tiers should be used for the comparison - and may be, I just can’t tell as-is - so a label there would be nice, and different tier information useful for which weapons to use throughout the game. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Especially about the targetting AI. So you're often better off equipping just the arc. In singleplayer you can just mass these, the AI will never counter them. This is a searchable and complete list of Stellaris technologies and their IDs. The AI likes to use point defense and smaller ships, but if there's a problem just throw more bullets (swarmer missiles and strike craft) at it. So in ideal Gigacannon situation, Arc remains close. You either go with 4 Neutron Launchers or 4 Cloud Lightning. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 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. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. 具体改法为(仅适用于steam正版):. 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. For the record, in stellaris 2. 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. Unbidden anchors provide 50% hardening to all units in the system. Stellaris Dev Diary #312 - 3. You need to start a new game. I can't find it anywhere in the. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). Plasma is obviously an exception however- it does too little damage to shields. 对该项目的细节说明请添加至相关页面. 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. The tachyon has 90% armor pen, and -33% shield damage. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. Members Online • [deleted]. 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. Arc Emitters are great if you stack a fleet with them. 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. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. Arc Emitters have 3 strengths: Perfect (100%) accuracy. And no, if you make. – X-slot weapons and L-slot long-range weapons range are reduced. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. ago. So that’s 2M damage per week. I just have 2 or 3/4 full battleship fleets with Arc Emitter, 4 Medium disruptors, scoutcraft and either another two disruptors or 1 Cloud Lighting (if I could get voidclouds in my galaxy). Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. 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. Personally, I'm not to familiar with Stellaris MODS in general, but is there a mod that adds new Titan Weapons which are upscaled versions of pre-existing technologies, like [Giga Cannon], [Tachyon Lance] [Focused Arc Emitter] and maybe X-Types and Titan Types of [Neutron Launcher]? Because, if not, that would be a great addition. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. Why bother having shields and armour tech when a battleship can have its hull removed with one. Arc Emitters are a situational advantage. However, once shields are down it's the weakest of the spinal mount weapons. I guess what I am frustrated about is that Stellaris gives you many options for. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. 1 Mass Driver; 3. Stellaris is a. Its almost like two options are interchangeable. Compare with the same level weapons, it got a. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. 在steam中打开游戏本地文件夹. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Tier 0 is used for starting technologies. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Make sure you have high accuracy; aux fire control helps for this. MorningLightMountain is Prime. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. 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。. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. The focused arc emitter does 11. Content is available under Attribution-ShareAlike 3. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. As soon as I get titan I am going to launch an offensive. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. Focused Arc Emitter is undoubtedly the strongest one: it has a decent DPD, Superior range compared to most other weapons in the game, and its attacks always. Its almost like two options are interchangeable. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. So an arc emitter can two-hit a battleship when lucky. Mega Cannons+Neutron Launchers are more efficient otherwise. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 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. never combine arc with anything else that isn't disruptor. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. But arc emitter carriers slot nicely with missile cruisers. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 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。. 0) Number of years since game start is greater than 10 (×2. The reason may be that the unbidden fleet is spread out across a radius of close to 60. Minimum range means, that ships cannot fire too close with certain weapons. 6, that means larger ships like battleships can only conceivably make use of hardening, as corvettes/frigates don't have enough aux slots to bother. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. Against a Xenophobic FE, your best bet is a fleet of Battleships (don't build anything else) with the XLLLL design: first section is Spinal Mount featuring an X weapon using the Arc Emitter / Focused Arc Emitter (this is really important), second section should be Artillery and have 3x L weapon, and last should have a single L slot. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Ultimately went Kinetic on Battleships and Plasma on cruisers. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. If you want to use my mods as the basis for your own, you are very welcome to do so. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. Still, in 3. Stellaris. Stellaris. 1 Energy Siphon; 2. 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. 2 Ancient Macro Batteries; 3. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Computing The Computing tech tree focuses on Research, sensors and espionage. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. While it seems good, it's actually better to use. . Cloud Lightning is only good if you're using Arc Emitters as well. ; About Stellaris Wiki; Mobile viewWhile 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. A focused arc emitter + cloud lightning battleship is hitting for 150. 1 Mass Driver; 3. 50% get to the shield. They never miss and wholly bypass armour and shields. Running a mixed force of missile cruisers (Nano-Swarm missiles and Devastator Torpedoes) and Battleships (Arc emitter, hangar section with PD and missiles, kinetic artillery aft). • 4 yr. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. So for a somewhat new person like me this sounds fantastic and that I should basically only use. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. which of the 3 type, specifically. 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. To quickly find a tech in this list press ctrl + f and type in the techs name. Go to Stellaris r/Stellaris. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Get the +20% range admiral. 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. ago. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. 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. In singleplayer you can just mass these, the AI will never counter them.