woundedspider. 1 Missiles; 4. 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。. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. 对该项目的细节说明请添加至相关页面. I must add, lances at hitscan, meaning as soon as they fire they touch the enemy, same for arc emitters, but mega cannons are not, they have travel. 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. 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. Even corvette swarms will faulter against them, as the battleships have such a range advantage that the arc emitters bring down such a large portion of the swarm. One can tailor it a bit for Prethoryn/Hidden as needed. 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. I did some research and have arc emitters, which should be helpful. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. 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. Otherwise the dps is too low in comparison to other options. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Hit multiple targets. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. 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. What am I missing?Stellaris. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. BB Arc emitter cloud lightning in 3. Range will not be in your favor, though. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. Still, in 3. 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。. 解锁:在鼠标浮层中查看. Void clouds live to hang out there. 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. Stellaris cheats and commands. Because Disruptors are the single worst mainline weapon in the game. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). A focused arc emitter + cloud lightning battleship is hitting for 150. Selenba • 3 mo. 8. Against Battleships, Arc Emitters suck. Always go with long-ranged weapons on Battleships, it is their entire strength. 5 combat model. Is it the Focused Arc Emitter o. It's a Cruiser meta. 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. 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. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. But not like the status of Arc Emitters in X slot. In singleplayer you can just mass these, the AI will never counter them. Stellaris Dev Diary #318 - Announcing Astral Planes. Disruptor Corvettes have absolutely garbage damage, 7. Choose weapons that ignore or are more effective against the enemy’s ship design. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. Matter Disintegrator - A new approach. Stellaris. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. 2 Null Void Beam; 3 Kinetic weapons. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 6. Jump to latest Follow Reply. ---This micro-mod adds Titanic Arc Emitters to the game. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. 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. (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). Arc Emitters are a situational advantage. 2 Ancient Macro Batteries; 3. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 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. 4. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). While it seems good, it's actually better to use. 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. Throw in a titans perdition beam and then you are having a party. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. 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. A complete and up-to-date searchable list of all Stellaris. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. Content is available under Attribution-ShareAlike 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. (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. Arc emitters are unreliable in terms of damage, which limits their effectiveness. 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. Plasma is obviously an exception however- it does too little damage to shields. 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. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). Auto-best is not good, it frequently makes completely nonsensical design decisions. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. So in ideal Gigacannon situation, Arc remains close. DeanTheDull Necrophage • 2 yr. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. 例如:“异种. 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. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. 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. Embarrassingly, I'm still a hefty novice when it comes to ship design. 1) Cruisers are "poor man battleships" and should be avoided. Open console by pressing ~ and enter “research_technology (technology_id_here)”. 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. The tachyon has 90% armor pen, and -33% shield damage. it is in the same category as the disruptor and the arc emitter. Usually you'll get better results. 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. 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. The focused arc emitter does 11. Now im not a pro Stellaris gamer by any means so I figured id ask on the forums abit to see what is meta in the game. Look up their compositions, and the tips against a specific FE here. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. So you're often better off equipping just the arc. 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. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. FE/AE and the Contingency are the best examples for this. Stellaris. Reply Averath Platypus • Additional comment actions. 2 since they lost their Arc Emitters for Tachyon Lances. 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. Hull is 3300. 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. Economics is everything in stellaris if you have more ships you win. 5 times the fleet power does not suprise. if the enemy is strong just check their composition and counter. you need kinetics to lower shields for the nl though. In singleplayer you can just mass these, the AI will never counter them. Loadout. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. Community Hub. Reply. 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. KA are long range and each 1/3 of a Gigacannon in firepower. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. 6+ Stellaris. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. lances have much better armor penetration. The tachyon has 90% armor pen, and -33% shield damage. Normally that's only the fallen / awakened empires. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. • 1 yr. 2 days faster than the Arc. The giga has 50% armor pen, and an extra 33% shield damage. Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. 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. Depends on the enemy’s defenses. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). Don't even research them. So that’s 2M damage per week. The very existence of other independent life forms is a threat to MorningLightMoun. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. You losing with 1. Arc Emitters: tech_arc_emitter_1. 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. Tho i have yet too see anything beat Arc Emitter spamm. 6. 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. On a related note, OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Videogames, Guides, Cheats and Codes. How do you guys handle them?Lasers suck against shields. Damage on the arc emitter can be 1 to 1700. For most of the crises in general what I. Focused Arc Emitters and Clould Lightning is best. Accuracy useless since arc emitter is 100%. ; About Stellaris Wiki; Mobile view While the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors and Cloud Lightning are unremarkable at best and struggle to compete with the Neutron Launcher and Kinetic Artillery. 0) Number of years since game start is lower than 5 (×2. Damage on the arc emitter can be 1 to 1700. Arc Emitters are also quite OP. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. 3. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Arc Emitters really are the go-to XL in general, expect a. Reply. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 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. G spot is too hard to find on corvettes hehe. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. Arc Emitters. I personally feel that Neutron Launchers make a better pairing with the Focused Arc Emitter precisely for this reason, since they punish hull-heavy ships that counter the Focused Arc Emitter. Nemesis Patch #2 Released! MrFreake_PDX. 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. References External link: Stellaris Tech Tree (Vanilla) Arc 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 don't. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. Stellaris Dev Diary #312 - 3. The advantage of the Arc Emitter is a 10% higher base accuracy. It seems that arc emitters are slightly better. FAE stands for Focused Arc Emitter. With power booster on accessory slot. rarely see empire use cloud lightning as weapon. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. Just to test it and see if they do or not after playing for fun, I've used a hex editor to increase my research speed to instant and ripped. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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). AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. 1 Titan for snare aura to reduce enemy disengage. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. If you want to use my mods as the basis for your own, you are very welcome to do so. Tachyon lance is close enough. Considering how much shielding the Unbidden have, and Arc Emitters ignore all armour and shields, they seem to be the go-to XL slot weapon. that weapon requires plasma weapons to research. This mod also adds two new. . Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. Rare resource cost? neglible compared to everything else on a battleship. That leaves you with lances or arc emitters. The only difference was they were using Arc. Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. 6 Ancient Saturator Artillery; 4 Explosive weapons. 1 hull, so a weapon with lower DPS that can directly go for hull works best. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. When no enemy in desired range, then the ships will attempt to gain range. Slaanesh-Sama • 4 yr. So go X slot arc emitters on battleship spam, slow/downgrade your engines down as much as possible (so you get more shots off before closing the gap), and if you can, pick a fight around a neutron star to go even slower. Focused Arc Emitter (energy) Kinetic Artillery (only good for facilitating energy weapons) Neutron Launcher (energy) Devastator Torpedo Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. 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. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 23 votes, 22 comments. 4. Plasma Throwers: tech_plasma_1. So an arc emitter can two-hit a battleship when lucky. 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. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. 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. But arc emitter carriers slot nicely with missile cruisers. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. I can't find it anywhere in the. Rest is carrier battleship with arc-emitter on X slot. Cruisers with a torpedo front, a hangar mid, and the gunship stern. 0. 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. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. Minimum range means, that ships cannot fire too close with certain weapons. Pure M, two after burners, rapid deployment, artillery computer. Arc Emitters and Repeatable Hull Point research. 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. Stellaris Dev Diary #312 - 3. Basically, have a titan with a quantum destabilizer and full of shields, cloud lightnings, and disruptors. . Maybe the lack of speed boosts for kiting has been my issue. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. Home;. 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. ago. I’ve had trouble in the past with their arc emitters and need a counter. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 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. 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. E. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Weapons try to maximize their damage. 1. For specific weapons, you can really pick your choice. 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. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Simply have both fleets engage at the same time. Most urgent late game problem. Go to Stellaris r/Stellaris. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 44. Adding hull repeatables isn't really possible, because it would. Basically shield + armor pen because FE have very high shields and armor. Helican Jul 19, 2016 @ 9:11am. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Stellaris. Even without repeatables that setup should be more than enough to handle any of the crises easily. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. It just misses an icon. Arc Emitters are indeed designed to counter corvettes. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. 0 unless otherwise noted. 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. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. Arc Emitter/Cloud Lightning battleships is the only strong argument I've found as certain builds can make those comically dangerous, at least in the 3. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 2. (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. 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. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. If thats Contingency, just use disruptors instead. However, once shields are down it's the weakest of the spinal mount weapons. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. 3. 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. 6. Torpedo Corettes. . They've pretty effectively countered your fleet build, since the energy weapons can take down your. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Basically, if MD are bad at focusing. 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. 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. 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. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. ago. 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. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. Stellaris technology list and IDs cheat. These are also easily moddable via its file, see #Tiers . It shoots a 30° electric arc spreading through nearby walls and between enemies. Compare with the same level weapons, it got a. You will be. Embarrassingly, I'm still a hefty novice when it comes to ship design. 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. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Playing against a 25x Contingency. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. So that makes them quite strong for sure. And besides that a Mix of Kinetic and Energy Artillery. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. which of the 3 type, specifically. Hi, so I understand tracking and evasion fairly well enough but I need others to give input on this if they know for certain because the Arc emitter…Literally all you need to do to win by giant margins in stellaris on any difficulty is focus on science and rush battleships with hangers and arc-emitters. And the damage buff of weapon type, should be multiplying. You need to start a new game. Their battleships are armed with arc emitters making every fight a risk. - 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. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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 about. InflationCold3591 • 3 mo. Interact with diverse alien races, discover strange. 4 Kinetic Launcher; 3. 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. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. Unbidden: Unbidden is the only time that Arc Emitters actually shine. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. You should use a ton of shields yourself though because most of their weaponry is weak to shields. But imagine if projectile weapons in Stellaris had no power requirements at all.