Arc emitter stellaris. Stellaris Dev Diary #312 - 3. Arc emitter stellaris

 
 Stellaris Dev Diary #312 - 3Arc emitter stellaris 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

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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. All are pretty good but GC has the edge. 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). Normally that's only the fallen / awakened empires. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). If you're going the FAE path, then you don't want Kinetic weapons at all. 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. Accuracy useless since arc emitter is 100%. 6. FAE stands for Focused Arc Emitter. Its almost like two options are interchangeable. ago. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. The only difference was they were using Arc. 0) Number of years since game start is greater than 15 (×2. 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. • 1 yr. The tachyon has 90% armor pen, and -33% shield damage. You want as MUCH distance as possible with as much range as possible. 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. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. In singleplayer you can just mass these, the AI will never counter them. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. They've pretty effectively countered your fleet build, since the energy weapons can take down your. Arc emitters + cloud lightning battleships are both fun and worth it. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. Arc Emitters: tech_arc_emitter_1. Focused Arc Emitters vs Tachyon Lance 2. Go to Stellaris r/Stellaris. 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. 50% get to the shield. I still recommend battleships but you will suffer losses. Prime is life. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. Let's jump into the foundational design before I start explaining. The go-to way to use Whirlwinds is part of a balanced Battleship build. So that’s 2M damage per week. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. The latter is my favorite, because they have such long range and bypass shields and armor. Stellaris Dev Diary #312 - 3. . There are only very select circumstances where they are preferable to other weapons: either if you are well behind in tech that you'd lose a straight slug fest, or are so late in the game that armor/shield renewables are overwhelming to anything but arc emitters. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Torpedo Corettes. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Still, in 3. I can see how the arc emitters aren't helping with defense breaking here. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. Otherwise 95% accuracy and 100% accuracy would be pretty similar. In 3. So the battleships and cruisers try to maintain permanent 100 range while firing. 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. Also see the issue of ship computer. 2 Null Void Beam; 3 Kinetic weapons. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. Reply. 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. If you aren't going long-range, use a different ship type. 3 Arc Emitter; 2. 4. Numbers roughly add up. It’s inside the forward hard mount, then a little up. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. MorningLightMountain is Prime. The reason may be that the unbidden fleet is spread out across a radius of close to 60. 0 unless otherwise noted. 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. 解锁:在鼠标浮层中查看. 0) Number of years since game start is lower than 5 (×2. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. A battleship has around 3000 hit points. 1 Mass Driver; 3. The advantage of the Arc Emitter is a 10% higher base accuracy. 23 votes, 22 comments. Arc Emitters I'm pretty sure. Directions. Rest is carrier battleship with arc-emitter on X slot. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. 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. ; 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. Stellaris. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. ago. Giving up one strike craft for the arc emitter is easily worth it. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Yeah the S- or M plasma on Line Cruisers are fine. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Plasma is good, but it should also be paired with kinetic weapons. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. 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 combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. Reply ironsasquash. Community Hub. Missile, strike craft, and arc emitters all have 100% accuracy. Arc Emitter + Cloud Lightning is the combo. I can see how the arc emitters aren't helping with defense breaking here. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Standard combo is giga cannon with neutron launchers. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Hi, so I understand tracking and evasion fairly well enough but I need others to give input on this if they know for certain because the Arc emitter…Literally all you need to do to win by giant margins in stellaris on any difficulty is focus on science and rush battleships with hangers and arc-emitters. 6 update. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). 64 DPS. Weapons try to maximize their damage. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. 2. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles. The focused arc has 100% armor pen and 100% shield pen. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. 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. As soon as I get titan I am going to launch an offensive. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 对该项目的细节说明请添加至相关页面. I don't know what or where things went wrong, but I tried giving the new patch a chance. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. 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. 6 update. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. Arc Emitters are already balanced, and don't need a change. 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. it is in the same category as the disruptor and the arc emitter. The Contingency got nerfed pretty hard in 1. 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. 4. What am I missing?Stellaris. Ok so I will be going Arc Emitters + Phased Disruptors and Full Armor with 1 shield because I like to keep all my weapons in one tech and all of my defense in another tech for maximum repeatable technology efficiency. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. 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. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. Subscribe to downloadExtra Ship Components 2. Stellaris currently has no AoE of any kind, again barring the minefield aura. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. 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. They tend to fall off a bit late game once repeatables have gone on for awhile and people are running arc emitters that are wiping out enemy fleets before strike craft can get into range. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Probably artillery is better. I hadn't noticed it. 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. Strikecraft are the same but also clean up small ships very effectively. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Damage on the arc emitter can be 1 to 1700. Stellaris. ago. 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. 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. tech_arc_emitter_1: Arcane Deciphering. So an arc emitter can two-hit a battleship when lucky. lances have much better armor penetration. Basically shield + armor pen because FE have very high shields and armor. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 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). if the enemy is strong just check their composition and counter. Contact. When no enemy in desired range, then the ships will attempt to gain range. Their damage is. Computing The Computing tech tree focuses on Research, sensors and espionage. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. 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. 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 also seems like spinal mount carriers with arc emitters are better carriers. 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. Go to Stellaris r/Stellaris. 5 combat model. 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). 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,. And the damage buff of weapon type, should be multiplying. There's even an argument for picking the lowest tier engines to save on alloys. Titan. technology IDs. Stellaris is a. One thing I learned recently is that you only need 1 ship per fleet with. Matter Disintegrator - A new approach. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. So my ideal fleet comp would be torpvettes and arty battleships. Currently 2 computers try to get inside the minimum range. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. 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. ago. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Cloud Lightning is only good if you're using Arc Emitters as well. . The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. 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. Most urgent late game problem. ago. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. tech_arc_emitter_2. Against shields ( unbidden ) mega cannons. Targetting priorities. You either go with 4 Neutron Launchers or 4 Cloud Lightning. v2. The advantage of the Arc Emitter is a 10% higher base accuracy. Nemesis Patch #2 Released! MrFreake_PDX. 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. Range will not be in your favor, though. 5 Mega Cannon; 3. I did some research and have arc emitters, which should be helpful. 50% pierce through the shield, but gets reduced by 50% of the ships armor. 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. Lance, giga cannon and emitter means anyone will have a bad day. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. Still, in 3. rarely see empire use cloud lightning as weapon. Tachyon Lance and Kinetic Artillery carry the day. Damage vastly outscales defense in Stellaris. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. From my experience, artillery BS fleets win arc emitter fleets. Thats is our aim. It seems that arc emitters are slightly better. Crisis fleets are not big in numbers. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. 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. 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. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Weapons try to maximize their damage. 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. 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. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. (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. You can kill him, more efficiently with Battleships(arc emitter/Neutron) and a Corvette(torpedo) screen and hit and run/trickster Admiral and more fleet power. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. 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. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 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. 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. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. Compare with the same level weapons, it got a. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Stellaris fleet getting destroyed. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. r/D4Druid. Thanks. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. It's all about using weapons that complement each other. And besides that a Mix of Kinetic and Energy Artillery. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. After your first fleet engages, have a second fleet of naked battleships engage. E. Against fallen empires I often go for an Arc emitter build. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. First, range. Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. A small amount of Point Defense defends against Torpedoes and. Embarrassingly, I'm still a hefty novice when it comes to ship design. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. For one, I like to micro. I guess what I am frustrated about is that Stellaris gives you many options for. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The damage variance may seem like a turn off, but with over 100 arc emitters firing off at once at + 300% fire rate, damage variance matters little, and works wonders for fleet combat, as it doesn't matter how much armor or shield repeatable your enemies research, the only way to increase hull is with researching non repeatable techs, and. Stellaris Cheats; Technology Codes;. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. 2 days faster than the Arc. 44. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. However, Stellaris does not show this enough, even that many grand urban or city planets have become relics world in history —— but later generations will remember their lessons. 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). So in ideal Gigacannon situation, Arc remains close. Stellaris technology list and IDs cheat. I tend to try and make them as split and even as possible across the board. 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. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Minimum range means, that ships cannot fire too close with certain weapons. 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. So you're often better off equipping just the arc. Stellaris. 例如:“异种. 5 combat model. 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. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. Proton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. ---This micro-mod adds Titanic Arc Emitters to the game. Stellaris. Look up their compositions, and the tips against a specific FE here. You'd need 20 Corvettes with x3. Arc Emitters and Repeatable Hull Point research. 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. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Stellaris has a rather cheap upgrade system, where its easy to switch designs. 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. This means 86% of the ships DPS is ineffective until shields are down. Stellaris. 4 Torpedoes; 4. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. 在steam中打开游戏本地文件夹. 2 Ancient Nano-Missile Cloud Launcher; 4. Against a Xenophobic FE, your best bet is a fleet of Battleships (don't build anything else) with the XLLLL design: first section is Spinal Mount featuring an X weapon using the Arc Emitter / Focused Arc Emitter (this is really important), second section should be Artillery and have 3x L weapon, and last should have a single L slot. Their battleships are armed with arc emitters making every fight a risk. 对该项目的细节说明请添加至相关页面. Arc Emitters: tech_arc_emitter_1. which of the 3 type, specifically. 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). The focused arc emitter does 11. Helican Jul 19, 2016 @ 9:11am. Loadout. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Torpedoes & Strike Craft, plus Plasma and Arc Emitter 50% shields, 30% armor, 20% hull Destroyers with much the same except no Strike Craft They also have 1 Titan, 23K fleet power by itself. 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. 2x Hangar module starport are superb value in the early-game, 3x Hangar/1x shipyard starholds stay relevant for quite some time and can provide a superb staging base for your fleets (seriously, make sure you include that shipyard, your fleets repair basically instantly at a starbase with a shipyard and it's well worth the inclusion). Those that do will use cloud lightning and arc emitters with a strike craft bay. 6. Usually you'll get better results. 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. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). The Big RollerOn average every Arc Emitter does 850. It can be issue when you have 3-6 battleships. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Hit multiple targets. Thus we can expect a Revenant to die for every 5 Arc Emitters. Disruptor Corvettes have absolutely garbage damage, 7. 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. Home;. 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. Tier 0 is used for starting technologies. Significant-Phase-71 • 2 yr. Best Auras are locating and Reduction of Disengagement chance. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 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 outperforms Mega Cannon in a Battleship meta, but 3. 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. So you know how if you destroy the Hull you basically destroy the entire ship. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 4. Cruisers with a torpedo front, a hangar mid, and the gunship stern. This page was last edited on 14 October 2017, at 11:50. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. For the record, in stellaris 2. 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). I tend to try and make them as split and even as possible across the board. 2. And then the rest never appear. Depends on your other ships and weapons and what type of defense your enemy is using. For most of the crises in general what I. 4 Anti-Shield. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 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. 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. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. FE/AE and the Contingency are the best examples for this. 1) Cruisers are "poor man battleships" and should be avoided. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles.