arc emitter stellaris. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. arc emitter stellaris

 
 Field Manipulation The Field Manipulation tech tree focuses on Energy production and shieldsarc emitter stellaris Community Hub

They have roughly 75% the DPS of the other X-L mounts and the same range, whereas med disruptors have roughly 1/3rd the DPS of t5 energy/kinetic weapons and shorter range. About 1. Generally I fit my ships depending on the composition of enemy fleets. 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. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. Adding hull repeatables isn't really possible, because it would. You need to start a new game. Stellaris currently has no AoE of any kind, again barring the minefield aura. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. 6 I find that normal torpedo cruiser fleets to counter large ships and battleships fitted with arc emitters, hangar bodies and whirlwind missiles to kill everything else works great. The other main weapon loadout is Neutron Launches with a Giga Cannon. Open console by pressing ~ and enter “research_technology (technology_id_here)”. 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. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. Tachyon lance is close enough. There are only very select circumstances where they are preferable to other weapons: either if you are well behind in tech that you'd lose a straight slug fest, or are so late in the game that armor/shield renewables are overwhelming to anything but arc emitters. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. 45k did it for me with nearly no losses and it was quick AF. Auto-best is not good, it frequently makes completely nonsensical design decisions. 例如:“异种保护区”(建筑. 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。. It's contextual really. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. i also have 20 crusiers in the same fleets 10 with disrupters+ plasma and 10 with normla alsers and gaus guns as gunships for smaller shipsIs there any way to remove arc emitters from use? My latest game has just turned into a match of whose X Arc emitter armed ships can destroy the opposing first which is pretty dull, i want to see my big ships dukeing it out with the enemies. 2. They've pretty effectively countered your fleet build, since the energy weapons can take down your. 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). Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). So on the alpha strike alone, the Carriers are killing 26 Corvettes. g. Throw in a titans perdition beam and then you are having a party. But if you are hellbent on having your race get close without going crisis, then i suggest the following: 40% generic corvette 20% PD corvette 20% torpedo cruiser with normal missiles on S slots, and dual afterburner to get close quickly. Void clouds live to hang out there. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. FAE stands for Focused Arc Emitter. Computing The Computing tech tree focuses on Research, sensors and espionage. However. The end of my last game i had 550. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. )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. 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. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 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. Against Battleships, Arc Emitters suck. !!! This is the Stellaris 2. Arc Emitters. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). I did some research and have arc emitters, which should be helpful. A battleship has around 3000 hit points. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. Stellaris. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. 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). So an arc emitter can two-hit a battleship when lucky. Arc Emitters are great if you stack a fleet with them. 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. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Contact. I've done the math and tests. Range will not be in your favor, though. You just necro'd a post 18 months old. Arc Emitter, 2 Hangars, and the rest set to missile is a solid design that gets the advantage of bypassing shields while retaining the long range of Battleships and having good damage output. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Is it the Focused Arc Emitter o. That said, late game going with the arc emitter front and. Arc Emitters have 3 strengths: Perfect (100%) accuracy. If thats Contingency, just use disruptors instead. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. I guess what I am frustrated about is that Stellaris gives you many options for. Asking the Stellaris community a. 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. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. I don't know what or where things went wrong, but I tried giving the new patch a chance. The reason may be that the unbidden fleet is spread out across a radius of close to 60. – Strikecrafts damage has been reduced and speed was rolled-back. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. 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). Synergizes well with the Carriers core. 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). Weapons try to maximize their damage. Arc needs to do 13200 to kill. Ultimately went Kinetic on Battleships and Plasma on cruisers. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Use arc emitters and kinetic battery. Titan full Loadout of best Design. Thoughts on 3. It shoots a 30° electric arc spreading through nearby walls and between enemies. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. 3. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. They tried to borrow from EVE Online, I guess, but didn't quite finish. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. 4. Armor if you don't know what you're up against or don't really care (generally stronger then shields), shields if you know it'll counter the enemy (Unbidden/Contingency). It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Damage on the arc emitter can be 1 to 1700. In playthrough #2 I'll experiment. ago. Selenba • 3 mo. 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. The focused arc has 100% armor pen and 100% shield pen. Content is available under Attribution-ShareAlike 3. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. 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. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. And besides that a Mix of Kinetic and Energy Artillery. ago There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". 1. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. For one, I like to micro. Embarrassingly, I'm still a hefty novice when it comes to ship design. never combine arc with anything else that isn't disruptor. Using crystal plating to improve hull points doesn’t work enough. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. This is a searchable and complete list of Stellaris technologies and their IDs. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. 6. Basically shield + armor pen because FE have very high shields and armor. 1. Interact with diverse alien races, discover strange. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Just the same options again and again. 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. ---This micro-mod adds Titanic Arc Emitters to the game. So the battleships and cruisers try to maintain permanent 100 range while firing. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. 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. The go-to way to use Whirlwinds is part of a balanced Battleship build. It can be issue when you have 3-6 battleships. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. 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. 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. But I’m also lazy. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Assuming they deal their full damage. 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. Content is available under Attribution-ShareAlike 3. – X-slot weapons and L-slot long-range weapons range are reduced. But even then I will tend to go Giga if there. 0. Best weapon for the Prethoryn: definitely. MorningLightMountain is Prime. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. Against fallen empires I often go for an Arc emitter build. ) Reply . Reply ironsasquash. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. The two weapons are attacking different segments of their HP. (×1. I hope to get some feedback from this great community too. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. 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. As soon as I get titan I am going to launch an offensive. 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. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . 2 since they lost their Arc Emitters for Tachyon Lances. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Which result in inability to fire those weapons. you need kinetics to lower shields for the nl though. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. 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). 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. 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. Rare resource cost? neglible compared to everything else on a battleship. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. For the record, in stellaris 2. 64 DPS. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. lances have much better armor penetration. There is no best weapon. 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. If you want to use my mods as the basis for your own, you are very welcome to do so. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. It is only visual bug and doesn't affect actual damage to enemies. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. 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. In singleplayer you can just mass these, the AI will never counter them. 1 Titan for snare aura to reduce enemy disengage. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. You want as MUCH distance as possible with as much range as possible. 6. 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. The lance does more raw damage but iirc the scourge have roughly equal hull and armor, meaning they basically take the same number of shots to kill any given scourge (lance does double damage but emitter ignores 50% hp). No arc emitters or cloud lightning, just kinetic and non. 62 DPS per corvette with fully-upgraded weaponry. But imagine if projectile weapons in Stellaris had no power requirements at all. Numbers roughly add up. ago. In singleplayer you can just mass these, the AI will never counter them. But arc emitter carriers slot nicely with missile cruisers. 2. 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. Normally that's only the fallen / awakened empires. Hit multiple targets. Go to Stellaris r/Stellaris. Arc emitters are one of those things that are terrifying if you have critical mass but a mere nuisance if there's only a few of them. Thanks. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. . But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes, and definitely better to use Neutron Torpedoes. it is in the same category as the disruptor and the arc emitter. Just make sure ur using arc emitters for battleships and maximized the ship weapon range, that will be the most effective way for fighting crisis. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. 解锁:在鼠标浮层中查看. 2 Ancient Macro Batteries; 3. Plasma Accelerators: tech_plasma_2. Other weapons can obviously be better depending on targets. 3. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. Helican Jul 19, 2016 @ 9:11am. 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. Torpedo Corettes. You losing with 1. 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. 1. Arc Emitters are a situational advantage. With power booster on accessory slot. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Go to Stellaris r/Stellaris. 0 unless otherwise noted. 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. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. Members Online • KawaiiNyaruko . Ennemy does not increase its hull over tech, loadout or time. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. (Cloud Lightning and Arc Emitter are the other bypassing weapons, but they cannot be equipped on a corvette since they require a L or X slot. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. I don't know what or where things went wrong, but I tried giving the new patch a chance. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. 5 times the fleet power does not suprise. Videogames, Guides, Cheats and Codes. You either go with 4 Neutron Launchers or 4 Cloud Lightning. 2 Ancient Macro Batteries; 3. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. Generally I fit my ships depending on the composition of enemy fleets. BEEIKLMRU. And the damage buff of weapon type, should be multiplying. 4 Kinetic Launcher; 3. 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. E. 3. ( stellaris noob) i dont have dlc so idk if that contributes Most of what I do doesn't striclty require a DLC. InflationCold3591 • 3 mo. Stellaris. Stellaris Cheats; Technology Codes;. The Arc emitter splits its damage up too much. Damage vastly outscales defense in Stellaris. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. But this is close enough that you propably need a much longer test set to be sure. 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。. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. The only time this reverses is against the Unbidden. Don't even research them. Cloud lightning is an L-size weapon with range 70 and average damage 11. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 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. 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. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. To my knowledge you can't arm corvettes with torpedos without nodding. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. if the enemy is strong just check their composition and counter. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. Arc emitters + neutron launchers > the rest. 2 Null Void Beam; 3 Kinetic weapons. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. 50% get to the shield. These cruisers went directly for the backline. Particles The Particles tech tree focuses on lasers, reactors and FTL. 3. I. The tachyon has 90% armor pen, and -33% shield damage. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. That leaves you with lances or arc emitters. Prime is life. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. 1 Energy Siphon; 2. The Contingency got nerfed pretty hard in 1. From my experience, artillery BS fleets win arc emitter fleets. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. Look up their compositions, and the tips against a specific FE here. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. The only difference was they were using Arc. Titan. All 3 work fine if you massively overpower the enemy. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I’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. 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. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. For most of the crises in general what I. Arc Emitters and Repeatable Hull Point research. Choose weapons that ignore or are more effective against the enemy’s ship design. Stellaris is a. In singleplayer you can just mass these, the AI will never counter them. And typically is available 5-10 years later, so it can be common to not even use the Arc Emitters and skip straight to FAEs. And if you are going to weild corvettes (and you should, both for the speed boost to your main fleet and as effective 'ablative armor') then they should actually be doing something. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 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. A focused arc emitter + cloud lightning battleship is hitting for 150. The cost per point of HP is just so garbage for armor, and armor does not regenerate. I’ve had trouble in the past with their arc emitters and need a counter. Gigacannon needs to do 12600 to kill. Prethoryn have shield pen so stack up more on armor and also they lack shielding so go for energy weapons mainly (don’t bother with Kinetic). 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 Lance L-Slots: 3 Kinetic Artillery M-Slots: 2 Autocannons 12000. Its almost like two options are interchangeable. And typically is available 5-10 years later, so it can be common to not even use the Arc Emitters and skip straight to FAEs. Lances decimate armour, but are hopeless against shields. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. 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. Army doctrine was no retreat for + 33 fire rate. Mega Cannons+Neutron Launchers are more efficient otherwise. Their battleships are armed with arc emitters making every fight a risk. Plasma Cannons: tech_plasma_3. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. This means 86% of the ships DPS is ineffective until shields are down. If the enemy is faster, then they cannot. You need a few from every weapon or you are handicapping yourself. It seems that arc emitters are slightly better. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Magyarharcos. 4, XL weapons will. How do you guys handle them?Lasers suck against shields. Cruisers are plain useless except for missile boats to diverse DMG output. Like someone mentioned to use Arc Emitter + Strike Craft - then the Arc Emitter is fighting alone against the hull, while the strike craft and missiles are separately working on the armor. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. - Gravitic weapons. Tho i have yet too see anything beat Arc Emitter spamm. 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. technology IDs. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. 4. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. 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. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. And 5x T5 large shields and 1 T5 armor. 具体改法为(仅适用于steam正版):. 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. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. 1. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 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. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 6 update. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. 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. 6 update. 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. Lance, giga cannon and emitter means anyone will have a bad day. Stellaris. 3. 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. Directions. ; 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. 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. 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. Cruiser VS Battleship. 0. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. 25 / ×2.