There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. 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. The Low roll damage for a Lance is an Average roll for the Arc, even of rate of fire is countering consecutive low rolls you're better off damage wise with. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. v2. 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. Targetting priorities. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. 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. So an arc emitter can two-hit a battleship when lucky. 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. Thus we can expect a Revenant to die for every 5 Arc Emitters. ) Reply . Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. Selenba • 3 mo. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. That almost never happens. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. 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. All 3 work fine if you massively overpower the enemy. In singleplayer you can just mass these, the AI will never counter them. Normally that's only the fallen / awakened empires. 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. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 例如:“异种. Reply Averath Platypus • Additional comment actions. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Cloud Lightning is only good if you're using Arc Emitters as well. To my knowledge you can't arm corvettes with torpedos without nodding. 50% get to the shield. Other weapons can obviously be better depending on targets. Why bother having shields and armour tech when a battleship can have its hull removed with one. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. Focused arc emitters and cloud lightning do wonders against them, and use some flak cannons to deal with their strike craft (or strike craft of their own). that weapon requires plasma weapons to research. 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. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. You will be. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. While it seems good, it's actually better to use. The only difference was they were using Arc. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Still, in 3. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. Make sure you have high accuracy; aux fire control helps for this. Hull is 3300. Void clouds live to hang out there. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. - 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. 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. 3. ; 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. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. 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). I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. 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. XL weapons target large ships first and large ships have lots of armor. Because Disruptors are the single worst mainline weapon in the game. Against fallen empires I often go for an Arc emitter build. In a space storm, Tachyon Lance just murders things. 1 Energy Siphon; 2. And no, if you make. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. Stellaris Dev Diary #312 - 3. 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. 解锁:在鼠标浮层中查看. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. 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). Numbers roughly add up. So the battleships and cruisers try to maintain permanent 100 range while firing. It is only visual bug and doesn't affect actual damage to enemies. However, this build has the disadvantage of range. It also seems like spinal mount carriers with arc emitters are better carriers. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Focused Arc Emitters vs Tachyon Lance 2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 3 Swarmer Missiles; 4. They never miss and wholly bypass armour and shields. 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。. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 2. Not so much for PVP but for PVE. However, once shields are down it's the weakest of the spinal mount weapons. Community Hub. It shoots a 30° electric arc spreading through nearby walls and between enemies. Those low rolls are outweighed by volume of fire. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Arc Emitter + cloud lightning battleships, with or without PD destroyers. However. 44. These cruisers went directly for the backline. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Content is available under Attribution-ShareAlike 3. Ennemy does not increase its hull over tech, loadout or time. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. The other main weapon loadout is Neutron Launches with a Giga Cannon. If the enemy is faster, then they cannot. Reply. FAE stands for Focused Arc Emitter. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. 5 combat model. If you want to use my mods as the basis for your own, you are very welcome to do so. and whirlwind missles before battleships, are on the field, dont use frigattes, and before carriers are getting spammed, you need no pointdefence, dont mix penetration weapons with nonpenetration. Man ive been playing Stellaris for more then a Year bow and ive gotten pretty Good at it id say but i have no idea how yall manage 50× Crisis. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 1 Mass Driver; 3. Arc Emitters. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. Look up their compositions, and the tips against a specific FE here. In 3. 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. 5 damage per shot while completely ignoring shields and armor. 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. For specific weapons, you can really pick your choice. 2 Ancient Macro Batteries; 3. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 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. 3. How do you guys handle them?Lasers suck against shields. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. man. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. These are also easily moddable via its file, see #Tiers . It goes double for a penetrating design, though, since Cloud Lightning is really poor (bad enough to make me wonder about using Arc Emitters with Neutron Launchers and Kinetic Artillery to leave my new starbases stronger while sacrificing less firepower) and Disruptors are absolutely useless, but Arc Emitters are good. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. Members Online. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. Depends on the enemy’s defenses. which of the 3 type, specifically. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Throw in a titans perdition beam and then you are having a party. The end of my last game i had 550. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. 6. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Embarrassingly, I'm still a hefty novice when it comes to ship design. Jump to latest Follow Reply. Contact. 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 still recommend battleships but you will suffer losses. Arc emitters are unreliable in terms of damage, which limits their effectiveness. 55. Edited to clearfy what i mean is i read that a battleship buld with just one arc emitter nothing else no upgrades no shields one regen hull if you have the tech and just basic {FTL,. Probably artillery is better. 2 days faster than the Arc. I remember a few patches ago certain weapon types weren’t affected by repeatables. You either go with 4 Neutron Launchers or 4 Cloud Lightning. 0) Number of years since game start is greater than 15 (×2. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. 25+ arc emitters (or 50+ if you stack fleets) going off before the enemy is even in range will cause casualties and can win you a battle before it even properly started. 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. If you're going the FAE path, then you don't want Kinetic weapons at all. Stellaris is a. 对该项目的细节说明请添加至相关页面. 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). 解锁:在鼠标浮层中查看. This is a searchable and complete list of Stellaris technologies and their IDs. Stellaris. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Open console by pressing ~ and enter “research_technology (technology_id_here)”. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Videogames, Guides, Cheats and Codes. 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. They've pretty effectively countered your fleet build, since the energy weapons can take down your. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 0 unless otherwise noted. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. Logical-Table-3530 • 2 mo. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. Matter Disintegrator - A new approach. Tier 0 is used for starting technologies. 4 Torpedoes; 4. 4. Best Auras are locating and Reduction of Disengagement chance. 3. Against shields ( unbidden ) mega cannons. 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。. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. Carrier battleships can counter most anything. Not sure which. This page was last edited on 14 October 2017, at 11:50. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. 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. There is no best weapon. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. In singleplayer you can just mass these, the AI will never counter them. 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. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. Also see the issue of ship computer. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. Cloud lightning is an L-size weapon with range 70 and average damage 11. 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. 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. 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. r/Stellaris. Thats is our aim. Compare with the same level weapons, it got a. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. 1. 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. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. . Where's my fucking reactive armor, goddammit. 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. This is my first time I played with Stellaris, I think this is Stellaris Apocalypse, and apart from an early aborted attempt, this is my first game, so I don't know what can be. Basically the piercing guns and the conventional guns are fighting two different battles: Either the AE destroys the target before the other guns are not done with shields / armor, then even the low DPS from disruptor / cloud would have. The risk changes if it's the Spiritualist FE. A complete and up-to-date searchable list of all Stellaris technology IDs. That said, late game going with the arc emitter front and. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. 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 alternative weapons are redundant and inferior in comparison as kinetic artillery and tachyon lances are both low in stats and bad against shields respectively. The focused arc emitter does 11. Also see the issue of ship. Otherwise the dps is too low in comparison to other options. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Might actually be better for keeping your Battleships healthy, now that I think about it. This balances them out. 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. Hit multiple targets. Stellaris technology list and IDs cheat. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Fighting FE / AE is one of the best-understood military scenarios in Stellaris because it is so clear-cut: Focused Arc Emitter Battleships are the best setup to have, by a massive margin. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. 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. In singleplayer you can just mass these, the AI will never counter them. (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. 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. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. Each of the next sections, except for the few last ones, are an overview. Current Stellaris Ship Meta (for v3. Thanks. I always heard that if you put disruptors, you should only put disruptors. As soon as I get titan I am going to launch an offensive. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. Best weapon for the Prethoryn: definitely. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. The juggernaut is different because it can rotate so the arc emitters can always fire. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. 解锁:在鼠标浮层中查看. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. Lances are countered with shields, which makes them suboptimal in the start of the battle. Minimum range means, that ships cannot fire too close with certain weapons. 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. 例如:“异种保护区”(建筑. Strikecraft are the same but also clean up small ships very effectively. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. !!! This is the Stellaris 2. I can't find it anywhere in the. Reply ironsasquash. Cruisers are plain useless except for missile boats to diverse DMG output. 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. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Loadout. Tachyon Lance and Kinetic Artillery carry the day. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Their damage is. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. 25 / ×2. But arc emitter carriers slot nicely with missile cruisers. ago. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ---This micro-mod adds Titanic Arc Emitters to the game. The Big RollerOn average every Arc Emitter does 850. 50% pierce through the shield, but gets reduced by 50% of the ships armor. 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. 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. The advantage of the Arc Emitter is a 10% higher base accuracy. 2. 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. Then roll them up with your own arc emitter battleships, preferably from behind their battlecruisers. In stellaris 2. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. If you're fighting a crisis on x10 or x25 the enemies have ridiculously high shields/armor, for example in my current game a scourge ship has 960000 armor and. For most of the crises in general what I. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 4. Slaanesh-Sama • 4 yr. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. 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. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. 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). The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. Directions. 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. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Even without repeatables that setup should be more than enough to handle any of the crises easily. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Still, in 3. – X-slot weapons and L-slot long-range weapons range are reduced. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. Arc emitters + neutron launchers > the rest. The Cloud Lightning is a weak and situational weapon, its only real advantage is that it synergizes with Focused Arc Emitter and is really inexpensive. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but doesn't mention that since 1. ago. Arc emitter/ carrier core / multi missiles. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. Arc Emitter + Cloud Lightning is the combo. 2 Ancient Nano-Missile Cloud Launcher; 4. 6. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. 1. Giga Launcher + Kinetic Artillery is also a good alternative to rip through their shields, or maybe even missiles given that they have shield penetration, but those require another set of repeatables. 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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). 6 Ancient Saturator Artillery; 4 Explosive weapons. 4, XL weapons will. 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. Is it the Focused Arc Emitter o. 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. 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). Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. @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. Damage on the arc emitter can be 1 to 1700. . Example: research_technology tech_starbase_3. Otherwise 95% accuracy and 100% accuracy would be pretty similar. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. ago. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. 2. . The Arc emitter splits its damage up too much. 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. The tachyon has 90% armor pen, and -33% shield damage. The Arc emitter splits its damage up too much. Stellaris Dev Diary #312 - 3. Army doctrine was no retreat for + 33 fire rate. Combining with arc emitters and/or torpedoes makes it more likely. Arc Emitters are great if you stack a fleet with them. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. Usually you'll get better results. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. • 1 yr. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. ago. It's all about using weapons that complement each other. 8* 한국어 패치 및 설명. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. . Hangars are the only traditional Battleship weapon that didn't get their damage output nerfed (they lose their point defense property instead), but the rest of the Carrier core got buffed immensely. 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. But even then I will tend to go Giga if there. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. Immediately, one of the new enigmatic tech options shows up. Arc Emitters and Repeatable Hull Point research. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. The tachyon has 90% armor pen, and -33% shield damage. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the.