Arc emitter stellaris. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. Arc emitter stellaris

 
 The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) downArc emitter stellaris 64 DPS

Arc Emitters have 3 strengths: Perfect (100%) accuracy. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. NK_2024 Collective Consciousness • 3 yr. Hull is 3300. 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. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. Go to Stellaris r/Stellaris. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). I can't find it anywhere in the. 2 Ancient Nano-Missile Cloud Launcher; 4. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. These IDs are usually used with the research_technology tech ID command. Cloud lightning is an L-size weapon with range 70 and average damage 11. The focused arc emitter does 11. 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. 6 isn't a Battleship meta. Not so much for PVP but for PVE. The advantage of the Arc Emitter is a 10% higher base accuracy. A battleship has around 3000 hit points. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. The alternative weapons are redundant and inferior in comparison as kinetic artillery and tachyon lances are both low in stats and bad against shields respectively. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 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 general-purpose long-ranged weapon to complement everything else. 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. Rare resource cost? neglible compared to everything else on a battleship. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. - Biological weapons and armors. 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. 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. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. 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. Just the same options again and again. But even then I will tend to go Giga if there. Is it the Focused Arc Emitter o. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. Directions. So the battleships and cruisers try to maintain permanent 100 range while firing. Giga can spread damage to help take down shields then tachyon focus fires. In EVE, for example, the projectile weapons don't use energy, at all. 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. 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. 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. Reply ironsasquash. The battleship equivalents seem to pack multiple arc emitters each that can one-shot your corvettes regardless of evasion thanks to their 100% accuracy and tracking. Economics is everything in stellaris if you have more ships you win. Look up their compositions, and the tips against a specific FE here. Arc Emitters are only good against the Contingency. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. Do you think my favourite BB is any good now? I found it to work quite well, taking zero losses in most engagements, even against almost equal fleet power. The juggernaut is different because it can rotate so the arc emitters can always fire. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. 1. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Selenba • 3 mo. Arc emitters + cloud lightning battleships are both fun and worth it. )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. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 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. I use Arc Emitters which stack with the energy weapon damage repeatable, since it goes through shields and armor I don't really see any use for the Giga cannon and Tachyon lance. Stellaris has a rather cheap upgrade system, where its easy to switch designs. So the battleships and cruisers try to maintain permanent 100 range while firing. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. In a space storm, Tachyon Lance just murders things. 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. It's the difference between having +50% damage and attack speed instead of 25%. 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. All are pretty good but GC has the edge. - Nanite weapons and armors. Videogames, Guides, Cheats and Codes. These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. Members Online • [deleted]. 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. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. 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. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. I can see how the arc emitters aren't helping with defense breaking here. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. Ultimately went Kinetic on Battleships and Plasma on cruisers. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. It’s inside the forward hard mount, then a little up. Assuming they deal their full damage. 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. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 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 general-purpose long-ranged weapon to. Accepted Payments控制台( console ),是群星( Stellaris )中用于修改,调试的一个控制器。 注意,本页面中的+号大多指空格。注意想知道名称或者需要可以输入debugtooltip来实现。 注: 铁人. And no, if you make. It's contextual really. Matter Disintegrator - A new approach. Arc emitter/ carrier core / multi missiles. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Where's my fucking reactive armor, goddammit. 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. Its almost like two options are interchangeable. Missile, strike craft, and arc emitters all have 100% accuracy. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. 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. Arc Emitters and Repeatable Hull Point research. The only difference was they were using Arc. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. Stellaris. Simply have both fleets engage at the same time. While it seems good, it's actually better to use. 05) and (0. Generally I fit my ships depending on the composition of enemy fleets. Keep. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. 50% get to the shield. 6+ Stellaris. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. 1 Missiles; 4. There's even an argument for picking the lowest tier engines to save on alloys. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Stellaris Dev Diary #312 - 3. : r/Stellaris. Especially about the targetting AI. Go to Stellaris r/Stellaris. Particles The Particles tech tree focuses on lasers, reactors and FTL. Go to Stellaris r/Stellaris. Subscribe to downloadExtra Ship Components 2. 25 / ×2. The Big RollerOn average every Arc Emitter does 850. 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. A complete and up-to-date searchable list of all Stellaris technology IDs. Embarrassingly, I'm still a hefty novice when it comes to ship design. Arc Emitters are already balanced, and don't need a change. These are also easily moddable via its file, see #Tiers . Focused Arc Emitters vs Tachyon Lance 2. Stellaris. 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). 例如:“异种保护区”(建筑. 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. Stellaris. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 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 are a situational advantage. 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. I think the meta is Giga Cannon with neutrons. The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the artillery combat computer, and with the war doctrine that further boosts your range. Nov 9, 2023Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they. Against shields ( unbidden ) mega cannons. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. 64 DPS. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. But I’m also lazy. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Compatible with Stellaris 2. The only time this reverses is against the Unbidden. I tend to try and make them as split and even as possible across the board. However, this build has the. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Reply. Compare with the same level weapons, it got a. 5 Mega Cannon; 3. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. 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. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. I'm a veteran of Stellaris, playing since super early days. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. It is only visual bug and doesn't affect actual damage to enemies. One thing I learned recently is that you only need 1 ship per fleet with. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. FAE stands for Focused Arc Emitter. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. The giga has 50% armor pen, and an extra 33% shield damage. 00). • 1 yr. If thats Contingency, just use disruptors instead. 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. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. Its almost like two options are interchangeable. Weapons try to maximize their damage. 2x Hangar module starport are superb value in the early-game, 3x Hangar/1x shipyard starholds stay relevant for quite some time and can provide a superb staging base for your fleets (seriously, make sure you include that shipyard, your fleets repair basically instantly at a starbase with a shipyard and it's well worth the inclusion). Synergizes well with the Carriers core. rarely see empire use cloud lightning as weapon. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 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. Not sure which. never combine arc with anything else that isn't disruptor. DeanTheDull Necrophage • 2 yr. First, range. Lance, giga cannon and emitter means anyone will have a bad day. 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. 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. To my knowledge you can't arm corvettes with torpedos without nodding. . that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. g. Targetting priorities. All 3 work fine if you massively overpower the enemy. Auto-best is not good, it frequently makes completely nonsensical design decisions. if the enemy is strong just check their composition and counter. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Stellaris cheats and commands. Adding hull repeatables isn't really possible, because it would. Stellaris is a colonization game, 0 micro manage or even anything in. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. ago. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. 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. Medium disruptor has range 60 and average damage 6. Damage on the arc emitter can be 1 to 1700. Plasma Cannons: tech_plasma_3. Stellaris. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Members Online. 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. Strikecraft are the same but also clean up small ships very effectively. Tachyons are good overall, especially against armour. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. For specific weapons, you can really pick your choice. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. Society I usually alternate between the +15 Admin Cap boost (just to remove Beauracrat jobs to something more useful) and +5 year Leader lifespan just to keep high. It seems that arc emitters are slightly better. That leaves you with lances or arc emitters. This is my attempt to sort out some things and get rid of confusion. 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. Arc Emitters really are the go-to XL in general, expect a. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. 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. Might actually be better for keeping your Battleships healthy, now that I think about it. The two weapons are attacking different segments of their HP. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. 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. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. Lances decimate armour, but are hopeless against shields. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 3 Arc Emitter; 2. Jump to latest Follow Reply. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. However. 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. 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. Probably artillery is better. Also, the void cloud lightning is better. Immediately, one of the new enigmatic tech options shows up. 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. It can be issue when you have 3-6 battleships. However, once shields are down it's the weakest of the spinal mount weapons. 0) Number of years since game start is lower than 5 (×2. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Unbidden anchors provide 50% hardening to all units in the system. Pure M, two after burners, rapid deployment, artillery computer. 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. Definitely an easy thing to test if you're curious. 4. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. Plasma Throwers: tech_plasma_1. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. For most of the crises in general what I. 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. 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. (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. Thus we can expect a Revenant to die for every 5 Arc Emitters. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. 44. v2. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. 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. Stellaris. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). Weapons try to maximize their damage. Usually you'll get better results. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 5 combat model. 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. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. 1. The other main weapon loadout is Neutron Launches with a Giga Cannon. 62 DPS per corvette with fully-upgraded weaponry. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. You want as MUCH distance as possible with as much range as possible. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. ago. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. G spot is too hard to find on corvettes hehe. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. Crisis fleets are not big in numbers. Those low rolls are outweighed by volume of fire. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. Normally that's only the fallen / awakened empires. 对该项目的细节说明请添加至相关页面. Significant-Phase-71 • 2 yr. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. Anti-Shield weapons have that property. So an arc emitter can two-hit a battleship when lucky. 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. Arc Emitters are good, the problem is that cloud lightning is horrible (It have half the range of Kinetic Artillery) and if you want to use Arc Emitters you dont want neutrons and kinetic artillery. Each of the next sections, except for the few last ones, are an overview. (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. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. Cruiser VS Battleship. The reason may be that the unbidden fleet is spread out across a radius of close to 60. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. You either go with 4 Neutron Launchers or 4 Cloud Lightning. Cloud lightning is an L-size weapon with range 70 and average damage 11. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. lances have much better armor penetration. 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. For one, I like to micro. 8* 한국어 패치 및 설명. that weapon requires plasma weapons to research. Example: I clear the Enigmatic Fortress chain and unlock the research. Stellaris Dev Diary #312 - 3. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. Contact. Strikecraft are the same but also clean up small ships very effectively. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but doesn't mention that since 1. A complete and up-to-date searchable list of all Stellaris. Playing against a 25x Contingency. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. (×1. 0. For the record, in stellaris 2. 2 Ancient Macro Batteries; 3. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. I don't know what or where things went wrong, but I tried giving the new patch a chance. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. Most urgent late game problem. 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. Plasma is good, but it should also be paired with kinetic weapons. But not like the status of Arc Emitters in X slot. 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. 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). Against fallen empires I often go for an Arc emitter build. 4. 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. You will be. Make sure you have high accuracy; aux fire control helps for this. 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. Issue 2: Some ships can take the hit. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. Of course it also costs you the entire hangar front section. Stellaris is a. Interact with diverse alien races, discover strange. Best Auras are locating and Reduction of Disengagement chance. 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. 50% get to the shield.