Arc emitter stellaris. Arc emitters instead of proton/neutron torps and giga cannons. Arc emitter stellaris

 
Arc emitters instead of proton/neutron torps and giga cannonsArc emitter stellaris  Life is MorningLightMountain

Generally I fit my ships depending on the composition of enemy fleets. 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. 对该项目的细节说明请添加至相关页面. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 4. In singleplayer you can just mass these, the AI will never counter them. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Use arc emitters and kinetic battery. The focused arc emitter does 11. Rare resource cost? neglible compared to everything else on a battleship. Cloud Lightning / Arc Emitters - Best in slot late game weapon once you and your enemies have a ton of repeatables Repeatables make it so the enemies shields get bigger and bigger and offense can't keep up so eventually you are better off DPS wise to just swap to weapons that ignore defenses entirely like Arc Emitters. This mod also adds two new technologies to the. Those low rolls are outweighed by volume of fire. If you're fighting a crisis on x10 or x25 the enemies have ridiculously high shields/armor, for example in my current game a scourge ship has 960000 armor and. Anti-Shield weapons have that property. Focused Arc Emitters vs Tachyon Lance 2. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 6 Ancient Saturator Artillery; 4 Explosive weapons. lances have much better armor penetration. Hit multiple targets. Not enough power for 6 shields. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. All are pretty good but GC has the edge. 1 hull, so a weapon with lower DPS that can directly go for hull works best. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. Jump to latest Follow Reply. The Arc emitter splits its damage up too much. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Damage on the arc emitter can be 1 to 1700. 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. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. Cloud Lightning is only good if you're using Arc Emitters as well. The end of my last game i had 550. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. 例如:“异种. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". – Arc Emitters and Cloud Lightning will have 100% tracking and increase. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. So the battleships and cruisers try to maintain permanent 100 range while firing. Cruiser VS Battleship. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 4 Anti-Shield. Its almost like two options are interchangeable. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 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. Indeed they are bad at pretty much everything else - but that they can do good. Numbers roughly add up. Life is MorningLightMountain. However, once shields are down it's the weakest of the spinal mount weapons. Arc Emitter + cloud lightning battleships, with or without PD destroyers. 4. I have. – X-slot weapons and L-slot long-range weapons range are reduced. Personally, I'm not to familiar with Stellaris MODS in general, but is there a mod that adds new Titan Weapons which are upscaled versions of pre-existing technologies, like [Giga Cannon], [Tachyon Lance] [Focused Arc Emitter] and maybe X-Types and Titan Types of [Neutron Launcher]? Because, if not, that would be a great addition. 64 DPS. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. It seems that arc emitters are slightly better. 8* 한국어 패치 및 설명. Its almost like two options are interchangeable. The tachyon has 90% armor pen, and -33% shield damage. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I'm a veteran of Stellaris, playing since super early days. ago. Stellaris cheats and commands. InflationCold3591 • 3 mo. Go to Stellaris r/Stellaris. Stacking more shields over shield capacitor in accessory slot gives more shield value. Standard combo is giga cannon with neutron launchers. 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. One mechanic in favor of bypass weapons is that ships lose 1% fire rate for every 2% hull lost, thus an alpha strike from Arc Emitters can reduce sustained damage from enemy fleets. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. 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. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Depends on your other ships and weapons and what type of defense your enemy is using. 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. Arc emitters are one of those things that are terrifying if you have critical mass but a mere nuisance if there's only a few of them. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. Arc Emitters have a base cooldown of 10 days, the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. This means 86% of the ships DPS is ineffective until shields are down. What am I missing?Stellaris. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. Arc Emitter damage is very unreliable, their possible damage range is huge, from almost no damage to decent, you don't know what you are going to get per shot. 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. 4. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. True that Stellaris previously had balance issues when a bunch of naked corvettes were stronger then "normal" fleet on same money, but it was fixed loooong time. BEEIKLMRU. 1 Missiles; 4. 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. Void clouds live to hang out there. 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. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. 0) Number of years since game start is lower than 5 (×2. Other weapons can obviously be better depending on targets. 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. Against armour (scourge) Lances. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Lances are countered with shields, which makes them suboptimal in the start of the battle. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. BB Arc emitter cloud lightning in 3. 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. 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. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. Go to Stellaris r/Stellaris. 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. Their battleships are armed with arc emitters making every fight a risk. To quickly find a tech in this list press ctrl + f and type in the techs name. So Mega/Giga cannons are the way to go in most cases. 3. Arc emitters are unreliable in terms of damage, which limits their effectiveness. : r/Stellaris. The only time this reverses is against the Unbidden. 25% instead of 50%. Example: research_technology tech_starbase_3. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Tier 0 is used for starting technologies. 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. I can see how the arc emitters aren't helping with defense breaking here. 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. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. 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. That leaves you with lances or arc emitters. 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. 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. 4. 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. Definitely an easy thing to test if you're curious. . . Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. Check at black holes systems, especially if it has an enemy warning icon on it. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. When stellaris was updated to 3. 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. It shoots a 30° electric arc spreading through nearby walls and between enemies. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Subscribe to downloadExtra Ship Components 2. 0. The very existence of other independent life forms is a threat to MorningLightMoun. 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. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Do you think my favourite BB is any good now? I found it to work quite well, taking zero losses in most engagements, even against almost equal fleet power. This is a searchable and complete list of Stellaris technologies and their IDs. 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. Yeah the S- or M plasma on Line Cruisers are fine. I'm a veteran of Stellaris, playing since super early days. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. For the record, in stellaris 2. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. 4, XL weapons will. 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. Gigacannon needs to do 12600 to kill. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. Cruisers are plain useless except for missile boats to diverse DMG output. Also, the void cloud lightning is better. Do that and then ONLY arc emitters will be viable as armor and shields are already repeatable, if hull becomes repeatable only weapons that go directly to the hull. Selenba • 3 mo. 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. I hadn't noticed it. NK_2024 Collective Consciousness • 3 yr. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Look up their compositions, and the tips against a specific FE here. Still, in 3. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. 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. 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. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. Home;. Arc Emitters are also quite OP. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. The Cloud Lightning is a weak and situational weapon, its only real advantage is that it synergizes with Focused Arc Emitter and is really inexpensive. . Of course it also costs you the entire hangar front section. 50% get to the shield. Might actually be better for keeping your Battleships healthy, now that I think about it. Focused Arc Emitters and Clould Lightning is best. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. A better and stronger Arcology Project hsa. 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. In singleplayer you can just mass these, the AI will never counter them. Contact. 50% get to the shield. ago. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. 1 Mass Driver; 3. Logical-Table-3530 • 2 mo. 6. 3. Stellaris. 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. Hit multiple targets. Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. 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. You need a few from every weapon or you are handicapping yourself. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Just make sure ur using arc emitters for battleships and maximized the ship weapon range, that will be the most effective way for fighting crisis. So that’s 2M damage per week. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. They tried to borrow from EVE Online, I guess, but didn't quite finish. I guess what I am frustrated about is that Stellaris gives you many options for. 1. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. However, once shields are down it's the weakest of the spinal mount weapons. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Stellaris. Even corvette swarms will faulter against them, as the battleships have such a range advantage that the arc emitters bring down such a large portion of the swarm. These IDs are usually used with the research_technology tech ID command. They never miss and wholly bypass armour and shields. Damage vastly outscales defense in Stellaris. 44. Still, in 3. Also see the issue of ship. 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). Depends on the enemy’s defenses. Directions. Otherwise the dps is too low in comparison to other options. e. 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. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. Helican Jul 19, 2016 @ 9:11am. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. 0) Number of years since game start is greater than 15 (×2. It just misses an icon. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. Thanks. In singleplayer you can just mass these, the AI will never counter them. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 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. 2 Null Void Beam; 3 Kinetic weapons. 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. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. This is the easiest way to use the guide in game, especially if you don't really plan ahead. Against fallen empires I often go for an Arc emitter build. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. It also adds several new subtrees with technology based on crystals, psionics, gravity. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Numbers roughly add up. - 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. Content is available under Attribution-ShareAlike 3. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). It can be issue when you have 3-6 battleships. I can see how the arc emitters aren't helping with defense breaking here. 2 Ancient Macro Batteries; 3. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. After your first fleet engages, have a second fleet of naked battleships engage. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. Strikecraft are the same but also clean up small ships very effectively. (×1. You'd need 20 Corvettes with x3. Throw in a titans perdition beam and then you are having a party. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. I still recommend battleships but you will suffer losses. Auto-best is not good, it frequently makes completely nonsensical design decisions. FAE stands for Focused Arc Emitter. tech_arc_emitter_2. Arc Emitters are only good against the Contingency. 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. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. 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. 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. ago. 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). In Stellaris combat all ships are always firing but not all ships are always receiving fire A defensive computer on a ship that isn't receiving fire is a waste of that slot. DeanTheDull Necrophage • 2 yr. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. 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. r/D4Druid. However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. 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. Thus we can expect a Revenant to die for every 5 Arc Emitters. A small amount of Point Defense defends against Torpedoes and. 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. Most urgent late game problem. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. 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. 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. 2 Null Void Beam; 3 Kinetic weapons. The advantage of the Arc Emitter is a 10% higher base accuracy. I did some research and have arc emitters, which should be helpful. Example: I clear the Enigmatic Fortress chain and unlock the research. Crystal plating perhaps but everything else is irrelevant. Fighting FE / AE is one of the best-understood military scenarios in Stellaris because it is so clear-cut: Focused Arc Emitter Battleships are the best setup to have, by a massive margin. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. Stellaris is a. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. Carrier battleships can counter most anything. ago. 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. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. 6+ Stellaris. Go to Stellaris r/Stellaris. 6 update. Ultimately went Kinetic on Battleships and Plasma on cruisers. Giving up one strike craft for the arc emitter is easily worth it. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. 5 damage per shot while completely ignoring shields and armor. Stellaris Dev Diary #312 - 3. These cruisers went directly for the backline. These are energy weapons too and they completly ignore shields. Directions. These fleets seem to be punching way above their weight. 2 since they lost their Arc Emitters for Tachyon Lances. 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. Cloud Lightning; Giga Cannon vs Kinetic Artillery). What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. 45k did it for me with nearly no losses and it was quick AF. It’s inside the forward hard mount, then a little up. (battleship/cruiser with gigacannon and arc emitter) and fodder arm (corvettes with swarm combat computer) Keep all Star bases at chokepoints upgraded and armed to the teeth, build missile defense platforms or, even better, strike craft platforms because as I’ve said before THEYRE THE HOT THING right now. you need kinetics to lower shields for the nl though. 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. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Against shields ( unbidden ) mega cannons. Focusing fire poorly also makes it more likely, but is bad overall. If thats Contingency, just use disruptors instead. Unbidden anchors provide 50% hardening to all units in the system. 解锁:在鼠标浮层中查看. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. The only difference was they were using Arc. So an arc emitter can two-hit a battleship when lucky. The go-to way to use Whirlwinds is part of a balanced Battleship build. Videogames, Guides, Cheats and Codes. Society I usually alternate between the +15 Admin Cap boost (just to remove Beauracrat jobs to something more useful) and +5 year Leader lifespan just to keep high. 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. ok, i'll explain it one more time: that cloud lightning weapon (medium sized) is NOT the same as the arc emitter and it's completely unrelated to the tech. 5 combat model. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. 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. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Discussion Attempt to electe a battleship focus ruler. Go to Stellaris r/Stellaris. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. The other main weapon loadout is Neutron Launches with a Giga Cannon. • 1 yr. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. Targetting priorities. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. However, this build has the disadvantage of range. 23 votes, 22 comments.