Arc emitter stellaris. Arc Emitter + Cloud Lightning is the combo. Arc emitter stellaris

 
Arc Emitter + Cloud Lightning is the comboArc emitter stellaris 4, XL weapons will

Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Subscribe to downloadExtra Ship Components 2. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. I think the meta is Giga Cannon with neutrons. 0) Number of years since game start is greater than 15 (×2. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Stellaris. In stellaris 2. - Gravitic weapons. In singleplayer you can just mass these, the AI will never counter them. The Contingency got nerfed pretty hard in 1. (But to be honest, with vanilla stellaris, once you have focused arc emitters you can easily take out any FE, and you get those around 2240 in a tech rush. 3. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. 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. The Arc emitter splits its damage up too much. Giga can spread damage to help take down shields then tachyon focus fires. It’s inside the forward hard mount, then a little up. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Loadout. 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. If thats Contingency, just use disruptors instead. If thats Contingency, just use disruptors instead. List of all technology ids in the game to be used with “research_technology” console command. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. E. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). Why bother having shields and armour tech when a battleship can have its hull removed with one volley. In 3. Against fallen empires I often go for an Arc emitter build. 4 Kinetic Launcher; 3. It's the difference between having +50% damage and attack speed instead of 25%. You just necro'd a post 18 months old. When stellaris was updated to 3. Members Online • [deleted]. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted 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. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. Titan full Loadout of best Design. Nov 9, 2023Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they. Logical-Table-3530 • 2 mo. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. Cruisers with a torpedo front, a hangar mid, and the gunship stern. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. 1 Energy Siphon; 2. Simply have both fleets engage at the same time. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. Crystal plating perhaps but everything else is irrelevant. 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. Focused Arc Emitters vs Tachyon Lance 2. ago. I remember a few patches ago certain weapon types weren’t affected by repeatables. You losing with 1. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. Disruptor type weapons (including Cloud Lightning and Arc Emitters) are very good against Fallen Empires and the Contingency, as they have a lot of shields and armour but relatively little hull. Arc Emitters I'm pretty sure. A battleship has around 3000 hit points. Their battleships are armed with arc emitters making every fight a risk. 1 hull, so a weapon with lower DPS that can directly go for hull works best. 6 Ancient Saturator Artillery; 4 Explosive weapons. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. The tachyon lance does 15. So an arc emitter can two-hit a battleship when lucky. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. So you know how if you destroy the Hull you basically destroy the entire ship. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. • 1 yr. 45k did it for me with nearly no losses and it was quick AF. 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. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. 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. Damage on the arc emitter can be 1 to 1700. 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. Also, the void cloud lightning is better. 4, XL weapons will. However, this build has the disadvantage of range. Giving up one strike craft for the arc emitter is easily worth it. 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. It's contextual really. Torpedo Corettes. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 12000. 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. 3. Directions. You need to start a new game. When no enemy in desired range, then the ships will attempt to gain range. 1) Cruisers are "poor man battleships" and should be avoided. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Yeah the S- or M plasma on Line Cruisers are fine. Significant-Phase-71 • 2 yr. 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. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. Where's my fucking reactive armor, goddammit. 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. Stellaris technology list and IDs cheat. The focused arc emitter does 11. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Stellaris. - 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. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. 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. FAE stands for Focused Arc Emitter. I'm a veteran of Stellaris, playing since super early days. 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. Gigacannon needs to do 12600 to kill. 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. Nemesis Patch #2 Released! MrFreake_PDX. 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. Let's jump into the foundational design before I start explaining. 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. man. 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. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. 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. Arc Emitters and Repeatable Hull Point research. However, this build has the. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 6. Cloud Lightning is only good if you're using Arc Emitters as well. If we accept the statistical average for the Focused Arc Emitter's damage, which will be about 850 and pierce armor and shields, you would need to hit this guy 1400 times to kill it (assuming you don't have any of the repeatable techs that boost damage). This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. DeanTheDull Necrophage • 2 yr. Arc emitters instead of proton/neutron torps and giga cannons. Maybe the lack of speed boosts for kiting has been my issue. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. . 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. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. 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. Especially about the targetting AI. Arc Emitters are indeed designed to counter corvettes. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. Arc Emitter + cloud lightning battleships, with or without PD destroyers. 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. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. 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. Throw in a titans perdition beam and then you are having a party. 3 Autocannon; 3. 1 Titan for snare aura to reduce enemy disengage. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. it is in the same category as the disruptor and the arc emitter. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Open console by pressing ~ and enter “research_technology (technology_id_here)”. which of the 3 type, specifically. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Stellaris Dev Diary #312 - 3. Rare resource cost? neglible compared to everything else on a battleship. Targetting priorities. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. The tachyon has 90% armor pen, and -33% shield damage. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. 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. tech_arc_emitter_2. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. You can try to ambush them by jumping behind them and make their arc emitters useless but this assumes you have a great deal of damage. I still recommend battleships but you will suffer losses. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. Best Lategame Fleets: 20 BS with Forged Plates and Arc Emitter + 3 Lightning 4 BS only StrikeCraft+ PD and 1 Lightning 2 more BS or one Titan. 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. Tachyon lance is close enough. Its almost like two options are interchangeable. 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. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Best Auras are locating and Reduction of Disengagement chance. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. Nah. Stellaris Dev Diary #318 - Announcing Astral Planes. 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. So my ideal fleet comp would be torpvettes and arty battleships. If you roll the unbidden, their weapons actually have the same range meaning that you could use nothing but those two weapons to obliterate everything from a distance. Selenba • 3 mo. This means 86% of the ships DPS is ineffective until shields are down. Life is MorningLightMountain. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. I've done the math and tests. 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. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. r/D4Druid. 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. It shoots a 30° electric arc spreading through nearby walls and between enemies. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. Stellaris. 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. 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. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. That leaves you with lances or arc emitters. Battleships will be build, but not very many. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty 50/50 Shields/Armor, Green components I've just added Afterburners for the speed, Artillery Computer Pure arty BB's trade nearly 1:1 with this but they don't have the versatility of Strikecraft so they get shredded by BB counters. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Cloud Lightning; Giga Cannon vs Kinetic Artillery). 5 combat model. 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. 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. 2 days faster than the Arc. Weapons try to maximize their damage. Crisis need rework. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. Usage. if the enemy is strong just check their composition and counter. 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. r/Stellaris. Stellaris. The only time this reverses is against the Unbidden. In singleplayer you can just mass these, the AI will never counter them. Currently 2 computers try to get inside the minimum range. technology IDs. 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. 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. 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. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 6. However. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. 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. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. 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. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. So for a somewhat new person like me this sounds fantastic and that I should basically only use. ; 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. 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. They also still lose against corvettes with similar results. The only difference was they were using Arc. Stellaris. These IDs are usually used with the research_technology tech ID command. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. 对该项目的细节说明请添加至相关页面. . 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. 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. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Depends on the enemy’s defenses. (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. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). 5 combat model. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. 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. But if you are hellbent on having your race get close without going crisis, then i suggest the following: 40% generic corvette 20% PD corvette 20% torpedo cruiser with normal missiles on S slots, and dual afterburner to get close quickly. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. 3 Swarmer Missiles; 4. 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. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. Arc Emitters: tech_arc_emitter_1. Arc Emitters: tech_arc_emitter_1. All 3 work fine if you massively overpower the enemy. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). This is my attempt to sort out some things and get rid of confusion. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. 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。. 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. ago. Arc Emitters have 3 strengths: Perfect (100%) accuracy. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. Why bother having shields and armour tech when a battleship can have its hull removed with one. 25% instead of 50%. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Go with 3 BS variants anyway then you got all your vases covered. I don't know what or where things went wrong, but I tried giving the new patch a chance. ago. The very existence of other independent life forms is a threat to MorningLightMoun. 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. They've pretty effectively countered your fleet build, since the energy weapons can take down your. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. While it seems good, it's actually better to use. Magyarharcos. fire and damage for about 40 times that your battleships should just be completely naked and equipped with only Focused Arc Emitters in X slots. 50% get to the shield. The downside is this is considered late game, because you must research Gamma Lasers to unlock Disruptors, then research all disruptor tech to unlock Arc. 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). Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. 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. All are pretty good but GC has the edge. never combine arc with anything else that isn't disruptor. Very few get through as they hit 100% of the time and bypass everything. 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. 1. Anti-Shield weapons have that property. The two weapons are attacking different segments of their HP. So an arc emitter can two-hit a battleship when lucky. Go to Stellaris r/Stellaris. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. 2 since they lost their Arc Emitters for Tachyon Lances. Directions. Each of the next sections, except for the few last ones, are an overview. 1 Mass Driver; 3. The arc emitter is Severely underated in my opinion and will do rather well i highly recommend it and to have several tech lance battleships to deal/soften up some targets. Choose weapons that ignore or are more effective against the enemy’s ship design. I. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 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. Cruiser VS Battleship. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 6+ Stellaris. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Slaanesh-Sama • 4 yr. Example: I clear the Enigmatic Fortress chain and unlock the research. Lance, giga cannon and emitter means anyone will have a bad day. 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. I'm a veteran of Stellaris, playing since super early days. - Nanite weapons and armors. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. NK_2024 Collective Consciousness • 3 yr. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 3. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. 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. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. For the record, in stellaris 2. 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). Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Stellaris. Look up their compositions, and the tips against a specific FE here. 4. Stellaris. Economics is everything in stellaris if you have more ships you win. Members Online • KawaiiNyaruko . You'd need 20 Corvettes with x3. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. 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. 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. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. For the record, in stellaris 2.