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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. 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). Immediately, one of the new enigmatic tech options shows up. Its almost like two options are interchangeable. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. A complete and up-to-date searchable list of all Stellaris technology IDs. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. The focused arc emitter does 11. Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. Thats is our aim. If you're going the FAE path, then you don't want Kinetic weapons at all. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. The tachyon lance does 15. 3 Afterburners. The Arc emitter splits its damage up too much. Stellaris. 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. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Missile, strike craft, and arc emitters all have 100% accuracy. In a space storm, Tachyon Lance just murders things. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. List of all technology ids in the game to be used with “research_technology” console command. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. For the record, in stellaris 2. 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). ago. While it seems good, it's actually better to use. The only time this reverses is against the Unbidden. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . Cruiser VS Battleship. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. A complete and up-to-date searchable list of all Stellaris. Arc Emitter + Cloud Lightning is the combo. Accuracy useless since arc emitter is 100%. Focused Arc Emitters vs Tachyon Lance 2. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. 2 Null Void Beam; 3 Kinetic weapons. - Biological weapons and armors. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. For the record, in stellaris 2. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. 25% instead of 50%. 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. 6. Their battleships are armed with arc emitters making every fight a risk. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. 2. 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. Arc emitters are another option to deal with ships that have high shields and/or high armor values but mediocre hull points (like the contingency). ; 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. Get the +20% range admiral. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Very few get through as they hit 100% of the time and bypass everything. 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. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. 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. I’ve been running some tests against 10x unbidden using a mix of 30-40 destroyers with disrupters and flak, 20ish cruisers with torpedoes, missiles and disrupters, and like 5 carrier battleships with arc emitters. Plasma Throwers: tech_plasma_1. 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. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Numbers roughly add up. 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. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. Magyarharcos. Arc emitters + cloud lightning battleships are both fun and worth it. They are the reason battleships are the best ship class in the game, that being said arc emitters are not good until you have a large number of repeatables (about 10 or more). So you're often better off equipping just the arc. And no, if you make. ago. 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. You should use a ton of shields yourself though because most of their weaponry is weak to shields. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. It shoots a 30° electric arc spreading through nearby walls and between enemies. 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. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. ago. 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. 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. 对该项目的细节说明请添加至相关页面. Standard combo is giga cannon with neutron launchers. 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. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Loadout. Also, the void cloud lightning is better. Tho i have yet too see anything beat Arc Emitter spamm. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. The juggernaut is different because it can rotate so the arc emitters can always fire. What am I missing?Stellaris. 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. Always go with long-ranged weapons on Battleships, it is their entire strength. 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. With power booster on accessory slot. @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. 4. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Members Online • [deleted]. Damage on the arc emitter can be 1 to 1700. Content is available under Attribution-ShareAlike 3. woundedspider. Rare resource cost? neglible compared to everything else on a battleship. 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 we accept the statistical average for the Focused Arc Emitter's damage, which will be about 850 and pierce armor and shields, you would need to hit this guy 1400 times to kill it (assuming you don't have any of the repeatable techs that boost damage). I still recommend battleships but you will suffer losses. 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. 6. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. Against Battleships, Arc Emitters suck. 4 Torpedoes; 4. ago. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. 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. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. However. In a space storm, Tachyon Lance just murders things. Maybe the lack of speed boosts for kiting has been my issue. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. 2 Ancient Nano-Missile Cloud Launcher; 4. Cruisers are plain useless except for missile boats to diverse DMG output. In stellaris 2. 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. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. They also still lose against corvettes with similar results. - Gravitic weapons. Otherwise the dps is too low in comparison to other options. This is my attempt to sort out some things and get rid of confusion. 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. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. I guess what I am frustrated about is that Stellaris gives you many options for. So on the alpha strike alone, the Carriers are killing 26 Corvettes. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Stellaris. 在这个文件夹中找到两个能够使用Excel打开的文件,一个是ODS文件,一个是CSV文件,ODS文件是打开后不会乱码十分整齐的文件. 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. Definitely an easy thing to test if you're curious. You want +5% Damage buffs more than +5% rate of fire, to a point. 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. Stellaris technology list and IDs cheat. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. A battleship has around 3000 hit points. 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. 1. Throw in a titans perdition beam and then you are having a party. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Numbers roughly add up. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. The tachyon has 90% armor pen, and -33% shield damage. These are energy weapons too and they completly ignore shields. A battleship has around 3000 hit points. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. tech_arcane_deciphering: Armored. You wanna destroy them before they can even close in. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Cloud Lightning; Giga Cannon vs Kinetic Artillery). You will be. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. Lances are countered with shields, which makes them suboptimal in the start of the battle. ) Reply . 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. Focusing fire poorly also makes it more likely, but is bad overall. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. 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. 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. 50% get to the shield. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 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. Otherwise 95% accuracy and 100% accuracy would be pretty similar. Giving up one strike craft for the arc emitter is easily worth it. r/D4Druid. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. The effect seems surprised and i feel a lot. Damage vastly outscales defense in Stellaris. I remember a few patches ago certain weapon types weren’t affected by repeatables. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. The two weapons are attacking different segments of their HP. 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. In singleplayer you can just mass these, the AI will never counter them. that weapon requires plasma weapons to research. The advantage of the Arc Emitter is a 10% higher base accuracy. 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. Prime is life. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Derived from [Universal Arc Emitter] Mod, this is a L-slot arc weapon, kind 'a better and more expensive cloud lightning, or smaller arc emitter. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. KA are long range and each 1/3 of a Gigacannon in firepower. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. The Big RollerOn average every Arc Emitter does 850. First, range. 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. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. Crisis need rework. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. So that makes them quite strong for sure. Arc emitter is energy weapon. I’ve read around a lot that arc emitter is worse than running either X weapons, but the Fallen Empire targeted me and is bringing a 174k fleet to my 120k fleet. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. 1 hull, so a weapon with lower DPS that can directly go for hull works best. lances have much better armor penetration. Targetting priorities. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1 Energy Siphon; 2. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. The Meta Artillery Battleship™ is Giga Cannon + Neutron Launchers (although an argument can be made for 3 Neutron + 1 Kinetic), with the Carrier variant replacing the middle section with Carrier and taking Arc Emitter (you can skip small slots and PD, they will do nothing unless you’ve let the enemy get into melee range). X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. Stellaris currently has no AoE of any kind, again barring the minefield aura. Assuming they deal their full damage. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. Yeah the S- or M plasma on Line Cruisers are fine. ago. However, once shields are down it's the weakest of the spinal mount weapons. Embarrassingly, I'm still a hefty novice when it comes to ship design. FE/AE and the Contingency are the best examples for this. . This balances them out. Home; Guides; Code Lists. Rare resource cost? neglible compared to everything else on a battleship. Go to Stellaris r/Stellaris. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. This means 86% of the ships DPS is ineffective until shields are down. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. FAE stands for Focused Arc Emitter. 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. . An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. 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. 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. 解锁:在鼠标浮层中查看. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. 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. Indeed they are bad at pretty much everything else - but that they can do good. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. 0) Number of years since game start is greater than 15 (×2. E. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 25) Has Discovery Traditions Tradition (×0. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. I think the meta is Giga Cannon with neutrons. Arc Emitters in Xs. 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. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. It seems that arc emitters are slightly better. It just misses an icon. 1. I'm a veteran of Stellaris, playing since super early days. 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. Contact. 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. 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. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. 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. Those that do will use cloud lightning and arc emitters with a strike craft bay. Arc Emitters I'm pretty sure. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. . This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 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. but medium sized brawler cruisers and destroyers+corvette swarms with small distruptors are very effective against contingency ships if combined with cloud lighting and arc emitter/carrier battleships as they negate contingency ships heavy armor and shields while. 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. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. These cruisers went directly for the backline. Simply have both fleets engage at the same time. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. 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. 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. Anti-Shield weapons have that property. Significant-Phase-71 • 2 yr. 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. Plasma is obviously an exception however- it does too little damage to shields. FAE stands for Focused Arc Emitter. Damage on the arc emitter can be 1 to 1700. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. Cloud Lightning is only good if you're using Arc Emitters as well. 2 days faster than the Arc. it is in the same category as the disruptor and the arc emitter. This page was last edited on 14 October 2017, at 11:50. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. Medium disruptor has range 60 and average damage 6. 1 Mass Driver; 3. 解锁:在鼠标浮层中查看. 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). Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 0 unless otherwise noted. I did some research and have arc emitters, which should be helpful. Choose weapons that ignore or are more effective against the enemy’s ship design. The giga has 50% armor pen, and an extra 33% shield damage. Go to Stellaris r/Stellaris. Helican Jul 19, 2016 @ 9:11am. Hit multiple targets. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. So for a somewhat new person like me this sounds fantastic and that I should basically only use. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. 55. NK_2024 Collective Consciousness • 3 yr. 0. Plasma Cannons: tech_plasma_3. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. 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. Asking the Stellaris community a. 2 since they lost their Arc Emitters for Tachyon Lances. Titan full Loadout of best Design. 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. Jump to latest Follow Reply. Currently 2 computers try to get inside the minimum range. 例如:“异种. Stellaris fleet getting destroyed. 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). Stellaris. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. 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. Basically shield + armor pen because FE have very high shields and armor. 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). 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. 2. I can see how the arc emitters aren't helping with defense breaking here. 05) and (0. Might actually be better for keeping your Battleships healthy, now that I think about it. Best weapon for the Prethoryn: definitely. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. 5 Mega Cannon; 3. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. only cost a year. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Giga can spread damage to help take down shields then tachyon focus fires. Arc Emitters are only good against the Contingency. 4 Kinetic Launcher; 3. Go to Stellaris r/Stellaris. 0 most weapons have been re-balanced and are now viable in different situations. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Reply. 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). Not enough power for 6 shields. 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. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors.