arc emitter stellaris. I did some research and have arc emitters, which should be helpful. arc emitter stellaris

 
 I did some research and have arc emitters, which should be helpfularc emitter stellaris  They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress

This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. Plasma is obviously an exception however- it does too little damage to shields. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Pure M, two after burners, rapid deployment, artillery computer. Arc Emitters and Repeatable Hull Point research. 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. Tho i have yet too see anything beat Arc Emitter spamm. Arc Emitters are a situational advantage. 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. Might actually be better for keeping your Battleships healthy, now that I think about it. Thus we can expect a Revenant to die for every 5 Arc Emitters. Generally I fit my ships depending on the composition of enemy fleets. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The other main weapon loadout is Neutron Launches with a Giga Cannon. 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. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. However, this build has the disadvantage of range. This balances them out. In 3. 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. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. 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. Lances decimate armour, but are hopeless against shields. It offers the best alpha strike) as many shields as you can fit one shield capacitor one reaction boosterNot to say Stellaris must follow history/be realistic, but it would give carriers a distinct advantage over other weapon systems. Targetting priorities. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. So you're often better off equipping just the arc. The end of my last game i had 550. 6+ Stellaris. But I’m also lazy. ---This micro-mod adds Titanic Arc Emitters to the game. 2 days faster than the Arc. When no enemy in desired range, then the ships will attempt to gain range. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. That leaves you with lances or arc emitters. ago. What many forget is that damaging the hull directly reduces the attack effectiveness of the target by half of the damage taken: it's -50% effectiveness at 0 HP so -25% at half HP. 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. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Most urgent late game problem. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. 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. All 3 work fine if you massively overpower the enemy. Stellaris fleet getting destroyed. 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). crystal hull plus the regen from scavenger bot and engineer admiral. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. Community Hub. 8* 한국어 패치 및 설명. I think the meta is Giga Cannon with neutrons. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Plasma Throwers: tech_plasma_1. 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. 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. tech_arcane_deciphering: Armored. 12000. ago. 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. If you're going the FAE path, then you don't want Kinetic weapons at all. For specific weapons, you can really pick your choice. Selenba • 3 mo. 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. . 5 combat model. Stellaris technology list and IDs cheat. Otherwise 95% accuracy and 100% accuracy would be pretty similar. Even without repeatables that setup should be more than enough to handle any of the crises easily. It seems that arc emitters are slightly better. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. 1. Tachyon Lance and Kinetic Artillery carry the day. ago. ago. 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. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. Of course it also costs you the entire hangar front section. 6 Ancient Saturator Artillery; 4 Explosive weapons. 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. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). I personally feel that Neutron Launchers make a better pairing with the Focused Arc Emitter precisely for this reason, since they punish hull-heavy ships that counter the Focused Arc Emitter. 4. 6. Nemesis Patch #2 Released! MrFreake_PDX. And if it does happens- you have disruptors, cloud lighting and arc emitter. Stellaris. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). ; 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. 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. Subscribe to downloadExtra Ship Components 2. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. They never miss and wholly bypass armour and shields. 0) Number of years since game start is greater than 10 (×2. Torpedo Corettes. Directions. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. You just necro'd a post 18 months old. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. 2 Ancient Macro Batteries; 3. 1) Cruisers are "poor man battleships" and should be avoided. Arc emitters + cloud lightning battleships are both fun and worth it. You want as MUCH distance as possible with as much range as possible. Arc Emitter + Cloud Lightning is the combo. 1 Missiles; 4. And the damage buff of weapon type, should be multiplying. In singleplayer you can just mass these, the AI will never counter them. They tried to borrow from EVE Online, I guess, but didn't quite finish. 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. Directions. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. 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. To quickly find a tech in this list press ctrl + f and type in the techs name. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. But this is close enough that you propably need a much longer test set to be sure. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. Is it the Focused Arc Emitter o. For specific weapons, you can really pick your choice. 2 Null Void Beam; 3 Kinetic weapons. never combine arc with anything else that isn't disruptor. 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). NK_2024 Collective Consciousness • 3 yr. I still recommend battleships but you will suffer losses. Issue 2: Some ships can take the hit. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. So for a somewhat new person like me this sounds fantastic and that I should basically only use. Arc Emitters: tech_arc_emitter_1. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Videogames, Guides, Cheats and Codes. Arc Emitters really are the go-to XL in general, expect a. 3. And 5x T5 large shields and 1 T5 armor. The advantage of the Arc Emitter is a 10% higher base accuracy. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. Example: research_technology tech_starbase_3. FAE stands for Focused Arc Emitter. Getting thorugh. FAE stands for Focused Arc Emitter. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. The risk changes if it's the Spiritualist FE. Cloud lightning is an L-size weapon with range 70 and average damage 11. Which result in inability to fire those weapons. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If the enemy is faster, then they cannot. I hope to get some feedback from this great community too. Giga Launcher + Kinetic Artillery is also a good alternative to rip through their shields, or maybe even missiles given that they have shield penetration, but those require another set of repeatables. 解锁:在鼠标浮层中查看. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. 1. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. The design gets even better if the crisis is the Scourge because their special fighter you can scavenge from debris does more damage and has 66% armor penetration (instead of just bonus armor damage) in addition to the normal 100% shield penetration. 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. 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. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. 2. 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. Anti-Shield weapons have that property. 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). 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. Normally that's only the fallen / awakened empires. I use cheap modules (arc emitters, tier 1 engines, crystal platings, if I had researched auxiliary fire control I would have added it, also before end game events I use regenerating hull tissue to reduce casualties), in x1 tech/tradition I would consider using shields instead, to survive 2-3 hits from large matter disintegrator. These are also easily moddable via its file, see #Tiers . If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. In a space storm, Tachyon Lance just murders things. ago. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. No arc emitters or cloud lightning, just kinetic and non. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Arc Emitters are great if you stack a fleet with them. 2. )Use a few carrier battleships with Focused Arc emitters and swarmer missiles, swarmer missile destroyers, and a sizable group of either corvettes/frigates and you'll be good to go. Assuming they deal their full damage. Thats is our aim. Crystal plating perhaps but everything else is irrelevant. : r/Stellaris. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. I'm a veteran of Stellaris, playing since super early days. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. 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). BB Arc emitter cloud lightning in 3. Cruisers with a torpedo front, a hangar mid, and the gunship stern. 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. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 0 unless otherwise noted. 对该项目的细节说明请添加至相关页面. tech_arc_emitter_2. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. 1. This page was last edited on 14 October 2017, at 11:50. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. Stellaris currently has no AoE of any kind, again barring the minefield aura. Pick +20% range computers. ago. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. but theres nothing wrong with a good Arc emitter 😂 also, fit a battleship with low range, high damage brawler weapons like neutron blasters to hold the line. 44. However, once shields are down it's the weakest of the spinal mount weapons. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. Titan full Loadout of best Design. 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. 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. Go to Stellaris r/Stellaris. 3 Swarmer Missiles; 4. 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. You will be. 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). Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. - 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. Reply. 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. 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. Finally, the Focused Arc Emitter is actually the strongest of the three in isolation, but its downside is that it has no good weapons to combo with; Cloud Lightning has terrible combat stats and Disruptors are even worse. 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. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. Focused Arc Emitters vs Tachyon Lance 2. The tachyon has 90% armor pen, and -33% shield damage. 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. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. Choose weapons that ignore or are more effective against the enemy’s ship design. I tend to try and make them as split and even as possible across the board. (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. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. You should use a ton of shields yourself though because most of their weaponry is weak to shields. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. 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. 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. 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. A better and stronger Arcology Project hsa. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. e. Life is MorningLightMountain. 6 update. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. Usage. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. What am I missing?Stellaris. 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. woundedspider. 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. Jump to latest Follow Reply. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. In singleplayer you can just mass these, the AI will never counter them. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. 50% pierce through the shield, but gets reduced by 50% of the ships armor. 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. Is it the Focused Arc Emitter o. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. About 1. 6 update. Synergizes well with the Carriers core. 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. Plus given XL weapons have incredible range and that shields are the first layer of defense, using Giga cannons means you can get their shields down quicker so that by the time you've got. 0) Number of years since game start is greater than 15 (×2. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. This mod also adds two new. 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. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. 例如:“异种. - Nanite weapons and armors. So an arc emitter can two-hit a battleship when lucky. Playing against a 25x Contingency. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. Arc Emitters I'm pretty sure. That almost never happens. Reply Averath Platypus • Additional comment actions. 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. Arc Emitters. Very few get through as they hit 100% of the time and bypass everything. So my ideal fleet comp would be torpvettes and arty battleships. Cloud lightning is an L-size weapon with range 70 and average damage 11. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. 2. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. 5 damage per shot while completely ignoring shields and armor. 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. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. 25 / ×2. 00). Stellaris Cheats; Technology Codes;. 1 Mass Driver; 3. You either go with 4 Neutron Launchers or 4 Cloud Lightning. Against armour (scourge) Lances. Giga cannons do not do the job like arc emitters and cloud lighting is too short. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 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. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. A small amount of Point Defense defends against Torpedoes and. Don't even research them. Go to Stellaris r/Stellaris. 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. (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. XL weapons target large ships first and large ships have lots of armor. You wanna destroy them before they can even close in. As soon as I get titan I am going to launch an offensive. 4. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. Rest is carrier battleship with arc-emitter on X slot. 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. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Medium disruptor has range 60 and average damage 6. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. Example: I clear the Enigmatic Fortress chain and unlock the research. that weapon requires plasma weapons to research. Stellaris. Make sure you have high accuracy; aux fire control helps for this. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Stellaris. I guess what I am frustrated about is that Stellaris gives you many options for. The Big RollerOn average every Arc Emitter does 850. 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. 25) Has Discovery Traditions Tradition (×0. 对该项目的细节说明请添加至相关页面. you need kinetics to lower shields for the nl though. If you want to use my mods as the basis for your own, you are very welcome to do so. 3 Autocannon; 3. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. FE/AE and the Contingency are the best examples for this. 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. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. The only difference was they were. Arc Emitter, 2 Hangars, and the rest set to missile is a solid design that gets the advantage of bypassing shields while retaining the long range of Battleships and having good damage output. Against Battleships, Arc Emitters suck. Arc Emitters in Xs. Home; Guides; Code Lists. 在steam中打开游戏本地文件夹. The Arc emitter splits its damage up too much. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. A focused arc emitter + cloud lightning battleship is hitting for 150. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. 4 Torpedoes; 4. Damage on the arc emitter can be 1 to 1700. It's contextual really. The tachyon has 90% armor pen, and -33% shield damage. Those low rolls are outweighed by volume of fire. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. 5 Mega Cannon; 3. 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. rarely see empire use cloud lightning as weapon.