arc emitter stellaris. 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. arc emitter stellaris

 
 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 sizearc emitter stellaris  These cruisers went directly for the backline

However. Damage on the arc emitter can be 1 to 1700. The focused arc has 100% armor pen and 100% shield pen. Stacking more shields over shield capacitor in accessory slot gives more shield value. 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. 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. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. technology IDs. Logical-Table-3530 • 2 mo. 6 update. Most urgent late game problem. These are energy weapons too and they completly ignore shields. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. A small amount of Point Defense defends against Torpedoes and. While it seems good, it's actually better to use. 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. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. When no enemy in desired range, then the ships will attempt to gain range. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. 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. Content is available under Attribution-ShareAlike 3. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. The advantage of the Arc Emitter is a 10% higher base accuracy. Arc Emitters are great if you stack a fleet with them. 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. Using crystal plating to improve hull points doesn’t work enough. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). 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. Of course when Neutrons or the other X slots are in play, sustained DPS isn't really a factor when the alpha strike is all that matters. Numbers roughly add up. . The tachyon has 90% armor pen, and -33% shield damage. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. But even then I will tend to go Giga if there. Still, in 3. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Giving up one strike craft for the arc emitter is easily worth it. 0) Number of years since game start is greater. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Go to Stellaris r/Stellaris. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. I don't know what or where things went wrong, but I tried giving the new patch a chance. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. Helican Jul 19, 2016 @ 9:11am. They also still lose against corvettes with similar results. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. Might actually be better for keeping your Battleships healthy, now that I think about it. I hope to get some feedback from this great community too. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. In EVE, for example, the projectile weapons don't use energy, at all. Issue 2: Some ships can take the hit. Arc Emitters and Repeatable Hull Point research. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. For most of the crises in general what I. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Not sure which. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. In singleplayer you can just mass these, the AI will never counter them. FAE stands for Focused Arc Emitter. The go-to way to use Whirlwinds is part of a balanced Battleship build. 25) Has Discovery Traditions Tradition (×0. On a Kinetic Artillery Battleship, Arc Emitters consist ~14% of the DPS. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. XL weapons target large ships first and large ships have lots of armor. True that Stellaris previously had balance issues when a bunch of naked corvettes were stronger then "normal" fleet on same money, but it was fixed loooong time. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. 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. 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. 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). I tend to try and make them as split and even as possible across the board. 6. woundedspider. 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. Cruiser VS Battleship. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. Also see the issue of ship computer. I tend to try and make them as split and even as possible across the board. To quickly find a tech in this list press ctrl + f and type in the techs name. You want as MUCH distance as possible with as much range as possible. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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). But I’m also lazy. 2 since they lost their Arc Emitters for Tachyon Lances. Choose weapons that ignore or are more effective against the enemy’s ship design. A better and stronger Arcology Project hsa. So my ideal fleet comp would be torpvettes and arty battleships. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. 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. Where's my fucking reactive armor, goddammit. 6 update. No arc emitters or cloud lightning, just kinetic and non. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Stellaris Cheats; Technology Codes;. However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Basically arc does 25% damage as shields are enough. Normally that's only the fallen / awakened empires. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. They never miss and wholly bypass armour and shields. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. However, once shields are down it's the weakest of the spinal mount weapons. The advantage of the Arc Emitter is a 10% higher base accuracy. 1 Energy Siphon; 2. For one, I like to micro. 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 can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Generally I fit my ships depending on the composition of enemy fleets. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. 5 Mega Cannon; 3. If the enemy is faster, then they cannot. Missile, strike craft, and arc emitters all have 100% accuracy. 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. You need to start a new game. 8* 한국어 패치 및 설명. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. All are pretty good but GC has the edge. • 1 yr. 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. A complete and up-to-date searchable list of all Stellaris. Basically, have a titan with a quantum destabilizer and full of shields, cloud lightnings, and disruptors. Battleships will be build, but not very many. ago. 例如:“异种. 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. Plasma Accelerators: tech_plasma_2. 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. 1 Mass Driver; 3. The Contingency got nerfed pretty hard in 1. Yeah the S- or M plasma on Line Cruisers are fine. 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. – Strikecrafts damage has been reduced and speed was rolled-back. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. The giga has 50% armor pen, and an extra 33% shield damage. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ago. 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. 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. Go to Stellaris r/Stellaris. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. A battleship has around 3000 hit points. There is no best weapon. Depends on your other ships and weapons and what type of defense your enemy is using. 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. . I can see how the arc emitters aren't helping with defense breaking here. There are 3 possible X-slot choices at their most highly upgraded versions, and the Juggernauts can equip two X-slot weapons on a ship (including both the same or two different ones). Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. 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). Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. 3 Arc Emitter; 2. Why bother having shields and armour tech when a battleship can have its hull removed with one. Loadout. 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. 1 version of this mod !!! The aim of this mod is to expand upon the vanilla technology tree of Stellaris with new tiers of weapons, shields, reactors, armor and thrusters. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. So in ideal Gigacannon situation, Arc remains close. Is there any way to remove arc emitters from use? My latest game has just turned into a match of whose X Arc emitter armed ships can destroy the opposing first which is pretty dull, i want to see my big ships dukeing it out with the enemies. I must add, lances at hitscan, meaning as soon as they fire they touch the enemy, same for arc emitters, but mega cannons are not, they have travel. 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。. 4 Anti-Shield. Matter Disintegrator - A new approach. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Thats is our aim. Subscribe to downloadExtra Ship Components 2. Medium disruptor has range 60 and average damage 6. Immediately, one of the new enigmatic tech options shows up. 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. you need kinetics to lower shields for the nl though. Compare with the same level weapons, it got a. Bates Distribution - basically, if you take a bunch of uniform random variables (which is what weapon damage rolls in stellaris are) the average value quickly concentrates to the midpoint of your uniform range. Let's jump into the foundational design before I start explaining. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Open console by pressing ~ and enter “research_technology (technology_id_here)”. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. MorningLightMountain is Prime. r/D4Druid. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. 在steam中打开游戏本地文件夹. If you're going the FAE path, then you don't want Kinetic weapons at all. 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. ok, i'll explain it one more time: that cloud lightning weapon (medium sized) is NOT the same as the arc emitter and it's completely unrelated to the tech. On a related note, OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and. Their damage is. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Rare resource cost? neglible compared to everything else on a battleship. After your first fleet engages, have a second fleet of naked battleships engage. InflationCold3591 • 3 mo. 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). 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. 0. NK_2024 Collective Consciousness • 3 yr. They've pretty effectively countered your fleet build, since the energy weapons can take down your. So an arc emitter can two-hit a battleship when lucky. Damage on the arc emitter can be 1 to 1700. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. And no, if you make. Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. 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. 62 DPS per corvette with fully-upgraded weaponry. Members Online • KawaiiNyaruko . Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. The very existence of other independent life forms is a threat to MorningLightMoun. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. So that’s 2M damage per week. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 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. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Computing The Computing tech tree focuses on Research, sensors and espionage. Cloud Lightning is only good if you're using Arc Emitters as well. Frigates are only really good as stealth ambush ships, and in any other role are just worse versions of Cruisers, and Destroyers are really only good as. But imagine if projectile weapons in Stellaris had no power requirements at all. I just have 2 or 3/4 full battleship fleets with Arc Emitter, 4 Medium disruptors, scoutcraft and either another two disruptors or 1 Cloud Lighting (if I could get voidclouds in my galaxy). That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. A complete and up-to-date searchable list of all Stellaris technology IDs. Don't even research them. 6. FE/AE and the Contingency are the best examples for this. 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. Stellaris. 2. If thats Contingency, just use disruptors instead. 2. but stellaris is first and foremost an rp game, do your low tec energy weapons game. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. This means a specialised build, either to ignore shield and armour entirely and use disruptors/arc emitters (with some point defence mixed in to counter enemy fighters. This is the easiest way to use the guide in game, especially if you don't really plan ahead. Unbidden: Unbidden is the only time that Arc Emitters actually shine. Arc Emitters. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. ; 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. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Always go with long-ranged weapons on Battleships, it is their entire strength. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It also adds several new subtrees with technology based on crystals, psionics, gravity. BEEIKLMRU. Stellaris is a. 2 Ancient Macro Batteries; 3. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. 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. Arc emitters are unreliable in terms of damage, which limits their effectiveness. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Reply Averath Platypus • Additional comment actions. Is it the Focused Arc Emitter o. crystal hull plus the regen from scavenger bot and engineer admiral. For specific weapons, you can really pick your choice. You just necro'd a post 18 months old. As soon as I get titan I am going to launch an offensive. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. Which result in inability to fire those weapons. Lances decimate armour, but are hopeless against shields. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. It's all about using weapons that complement each other. 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. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. ; 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. Nah. 1 Energy Siphon; 2. Stellaris. Numbers roughly add up. Focused arc emitter battleships with an artillery computer, titan aura buffing fire rate and a juggernaut with the range increase aura will curb stomp practically anything in the game. 23 votes, 22 comments. 解锁:在鼠标浮层中查看. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Stellaris. Just the same options again and again. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. 8. 4 Torpedoes; 4. ago. DeanTheDull Necrophage • 2 yr. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). There are 3 possible X-slot choices at their most highly upgraded versions, and the Juggernauts can equip two X-slot weapons on a ship (including both the same or two different ones). Stellaris fleet getting destroyed. 6. 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. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Carrier battleships can counter most anything. 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. 1. Personally, I'm not to familiar with Stellaris MODS in general, but is there a mod that adds new Titan Weapons which are upscaled versions of pre-existing technologies, like [Giga Cannon], [Tachyon Lance] [Focused Arc Emitter] and maybe X-Types and Titan Types of [Neutron Launcher]? Because, if not, that would be a great addition. 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. Hit multiple targets. From my experience, artillery BS fleets win arc emitter fleets. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. In 3. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Asking the Stellaris community a. It's a Cruiser meta. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Ive got arc emitters on my juggernaught for example and it will happily fire them while moving away from the enemy :| That said ive also got battleships with arc emitters which do have to. 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). Society I usually alternate between the +15 Admin Cap boost (just to remove Beauracrat jobs to something more useful) and +5 year Leader lifespan just to keep high. 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. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. 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. Discussion Attempt to electe a battleship focus ruler. Members Online • [deleted]. Home; Guides; Code Lists. The only difference was they were using Arc. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. Stellaris. 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. Top tiers should be used for the comparison - and may be, I just can’t tell as-is - so a label there would be nice, and different tier information useful for which weapons to use throughout the game. I. 0) Number of years since game start is lower than 5 (×2. 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. 4. Its almost like two options are interchangeable. Disruptors are good in two contexts: late-endgame when everyone is in the repeatable tech chain, or early/mid-game when you're trying to snipe Fallen Empire end-game techs. Definitely an easy thing to test if you're curious. 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. Those that do will use cloud lightning and arc emitters with a strike craft bay. Army doctrine was no retreat for + 33 fire rate. I have. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. Rare resource cost? neglible compared to everything else on a battleship. 解锁:在鼠标浮层中查看. 2. . 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. 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. ago. One can tailor it a bit for Prethoryn/Hidden as needed. Stellaris Dev Diary #318 - Announcing Astral Planes. 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. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. Arc Emitters seem great because they bypass all shields and armour, but the problem with them is that all of your other weapons do not. 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. Contingency has basicaly +100% buff to almost everything (damage, health etc) and uses the following weapons: All warforms (battleships) have Focused Arc Emitter which completely ignores shield, armor and has 100% accuracy. And then the rest never appear. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 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. Arc Emitter + cloud lightning battleships, with or without PD destroyers. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Ultimately went Kinetic on Battleships and Plasma on cruisers. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 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. ago. Significant-Phase-71 • 2 yr. 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. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. 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). 6 Ancient Saturator Artillery; 4 Explosive weapons. 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 Big RollerOn average every Arc Emitter does 850. - My plan is to completely bypass their shields and armor with my Battleships and then deflecting their torpedoes and Strike Craft with PD and Flak picket. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. ago. Usually you'll get better results.