Arc emitter stellaris. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. Arc emitter stellaris

 
 Arc emitter battleship for less than 300 alloy,Allows for insanely massive productionArc emitter stellaris 4

Battleships will be build, but not very many. Giga can spread damage to help take down shields then tachyon focus fires. Focused Arc Emitter (energy) Kinetic Artillery (only good for facilitating energy weapons) Neutron Launcher (energy) Devastator Torpedo Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. ago. The tachyon has 90% armor pen, and -33% shield damage. Keep. 对该项目的细节说明请添加至相关页面. Arc Emitters. Depends on your other ships and weapons and what type of defense your enemy is using. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. One thing I learned recently is that you only need 1 ship per fleet with. Running a mixed force of missile cruisers (Nano-Swarm missiles and Devastator Torpedoes) and Battleships (Arc emitter, hangar section with PD and missiles, kinetic artillery aft). that weapon requires plasma weapons to research. Go to Stellaris r/Stellaris. 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。. And the damage buff of weapon type, should be multiplying. 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. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 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. Ultimately went Kinetic on Battleships and Plasma on cruisers. 3. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1 Mass Driver; 3. So the battleships and cruisers try to maintain permanent 100 range while firing. . tech_arc_emitter_2. Is it the Focused Arc Emitter o. If thats Contingency, just use disruptors instead. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. (×1. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). And besides that a Mix of Kinetic and Energy Artillery. 3. 50% get to the shield. BB Arc emitter cloud lightning in 3. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. . Why bother having shields and armour tech when a battleship can have its hull removed with one volley. man. This page was last edited on 14 October 2017, at 11:50. Cruisers with a torpedo front, a hangar mid, and the gunship stern. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. It's contextual really. So my ideal fleet comp would be torpvettes and arty battleships. Assuming they deal their full damage. Still, in 3. The only difference was they were. Strikecraft are the same but also clean up small ships very effectively. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. Videogames, Guides, Cheats and Codes. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Selenba • 3 mo. 1 Energy Siphon; 2. 2. Arc emitters are unreliable in terms of damage, which limits their effectiveness. The juggernaut is different because it can rotate so the arc emitters can always fire. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. 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. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. You should use a ton of shields yourself though because most of their weaponry is weak to shields. 50% get to the shield. 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. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. 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. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. Cloud Lightning is only good if you're using Arc Emitters as well. Asking the Stellaris community a. Accuracy useless since arc emitter is 100%. you need kinetics to lower shields for the nl though. 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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. If you're going the FAE path, then you don't want Kinetic weapons at all. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. 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. 对该项目的细节说明请添加至相关页面. You losing with 1. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. Thanks. Thoughts on 3. 5 combat model. 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. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. Like someone mentioned to use Arc Emitter + Strike Craft - then the Arc Emitter is fighting alone against the hull, while the strike craft and missiles are separately working on the armor. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. Economics is everything in stellaris if you have more ships you win. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Stellaris cheats and commands. 64 DPS. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. Check at black holes systems, especially if it has an enemy warning icon on it. 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. Best Auras are locating and Reduction of Disengagement chance. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Stacking more shields over shield capacitor in accessory slot gives more shield value. Other weapons can obviously be better depending on targets. !!! This is the Stellaris 2. only cost a year. The Contingency got nerfed pretty hard in 1. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. 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. Tachyon lance is close enough. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. 2 Null Void Beam; 3 Kinetic weapons. Synergizes well with the Carriers core. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. woundedspider. No arc emitters or cloud lightning, just kinetic and non. Cruiser VS Battleship. It's a Cruiser meta. Also see the issue of ship. Not enough power for 6 shields. The effect seems surprised and i feel a lot. Logical-Table-3530 • 2 mo. Targetting priorities. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 2 Null Void Beam; 3 Kinetic weapons. Usage. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. How do you guys handle them?Lasers suck against shields. A battleship has around 3000 hit points. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. Reply. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Ultimately went Kinetic on Battleships and Plasma on cruisers. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. I’ve had trouble in the past with their arc emitters and need a counter. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 1 Mass Driver; 3. Focused arc emitters and cloud lightning do wonders against them, and use some flak cannons to deal with their strike craft (or strike craft of their own). Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Not sure which. The advantage of the Arc Emitter is a 10% higher base accuracy. 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. Also see the issue of ship computer. Arc needs to do 13200 to kill. Yeah the S- or M plasma on Line Cruisers are fine. ago. Loadout. 50% pierce through the shield, but gets reduced by 50% of the ships armor. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. 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. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. A battleship has around 3000 hit points. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. 例如:“异种. When no enemy in desired range, then the ships will attempt to gain range. For specific weapons, you can really pick your choice. Embarrassingly, I'm still a hefty novice when it comes to ship design. 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. tech_arc_emitter_2. g. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. It just misses an icon. 1. (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. And typically is available 5-10 years later, so it can be common to not even use the Arc Emitters and skip straight to FAEs. Focused arc emitter battleships with an artillery computer, titan aura buffing fire rate and a juggernaut with the range increase aura will curb stomp practically anything in the game. The very existence of other independent life forms is a threat to MorningLightMoun. These are also easily moddable via its file, see #Tiers . FAE stands for Focused Arc Emitter. 4. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. )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. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. KA are long range and each 1/3 of a Gigacannon in firepower. 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. 4. Those that do will use cloud lightning and arc emitters with a strike craft bay. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. I tend to try and make them as split and even as possible across the board. Accepted Payments控制台( console ),是群星( Stellaris )中用于修改,调试的一个控制器。 注意,本页面中的+号大多指空格。注意想知道名称或者需要可以输入debugtooltip来实现。 注: 铁人. It is only visual bug and doesn't affect actual damage to enemies. And if it does happens- you have disruptors, cloud lighting and arc emitter. 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. The cost per point of HP is just so garbage for armor, and armor does not regenerate. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. It's a very thin gaussian. 0. Basically, if MD are bad at focusing. 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. Particles The Particles tech tree focuses on lasers, reactors and FTL. 1. Look up their compositions, and the tips against a specific FE here. Medium disruptor has range 60 and average damage 6. Go to Stellaris r/Stellaris. 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). 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. Your Carriers will be weaker and more vulnerable for the loss of Focused Arc Emitter and Point Defense, and you will be locked out of Artillery Battleships which could be a problem against the crisis, but there's enough here to work with. These IDs are usually used with the research_technology tech ID command. Not so much for PVP but for PVE. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Probably artillery is better. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 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. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Prethoryn have shield pen so stack up more on armor and also they lack shielding so go for energy weapons mainly (don’t bother with Kinetic). 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. 6. 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. Of course when Neutrons or the other X slots are in play, sustained DPS isn't really a factor when the alpha strike is all that matters. 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. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. 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. 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. This balances them out. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. 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. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. 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. 2 Ancient Macro Batteries; 3. 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. Is it the Focused Arc Emitter o. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. 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. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Arc Emitters I'm pretty sure. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. For the record, in stellaris 2. It can be issue when you have 3-6 battleships. 1. Helican Jul 19, 2016 @ 9:11am. . 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). Depends on your other ships and weapons and what type of defense your enemy is using. Those low rolls are outweighed by volume of fire. So you take a look at the x slot weapon options, glance at the stats and see that the arc emitter is a full penetration weapon, the tachyon lance is a hull shredder, and the giga cannon is a shield killer. Crisis need rework. 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. Get the +20% range admiral. For the record, in stellaris 2. 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. Titan full Loadout of best Design. How good is a disruptor/ cloud lightning/ emitter monofleet? I know a fleet of corvette's with autocannons followed up by a fleet of BB's with energy…The only real damage they can do to you is with focused arc emitters, but it's not like they mass them enough to start melting fleets. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. 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. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. You just necro'd a post 18 months old. A complete and up-to-date searchable list of all Stellaris. Might actually be better for keeping your Battleships healthy, now that I think about it. 对该项目的细节说明请添加至相关页面. 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. 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. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Disruptor Corvettes have absolutely garbage damage, 7. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. Compatible with Stellaris 2. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. 3 Arc Emitter; 2. Also, the void cloud lightning is better. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 3. 0) Number of years since game start is greater than 15 (×2. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. Contact. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. . Significant-Phase-71 • 2 yr. Normally that's only the fallen / awakened empires. 6. 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. I guess what I am frustrated about is that Stellaris gives you many options for. Cloud Lightning; Giga Cannon vs Kinetic Artillery). The Arc emitter splits its damage up too much. 3 Arc Emitter; 2. 0) Number of years since game start is lower than 5 (×2. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Content is available under Attribution-ShareAlike 3. 0. I remember a few patches ago certain weapon types weren’t affected by repeatables. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. 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. I always heard that if you put disruptors, you should only put disruptors. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. 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. And typically is available 5-10 years later, so it can be common to not even use the Arc Emitters and skip straight to FAEs. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. 2 days faster than the Arc. If the enemy is faster, then they cannot. But I’m also lazy. Content is available under Attribution-ShareAlike 3. I must add, lances at hitscan, meaning as soon as they fire they touch the enemy, same for arc emitters, but mega cannons are not, they have travel. 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. A focused arc emitter + cloud lightning battleship is hitting for 150. Jun 28, 2022. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Weapons try to maximize their damage. 1) Cruisers are "poor man battleships" and should be avoided. Stellaris. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. FE/AE and the Contingency are the best examples for this. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. The two weapons are attacking different segments of their HP. Directions. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 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. The Big RollerOn average every Arc Emitter does 850. Minimum range means, that ships cannot fire too close with certain weapons. But imagine if projectile weapons in Stellaris had no power requirements at all. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. Arc Emitters are great if you stack a fleet with them. 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. 6 update. This mod also adds two new technologies to the. Stellaris. The reason may be that the unbidden fleet is spread out across a radius of close to 60. 6 update. A small amount of Point Defense defends against Torpedoes and. 55. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Stellaris. So go X slot arc emitters on battleship spam, slow/downgrade your engines down as much as possible (so you get more shots off before closing the gap), and if you can, pick a fight around a neutron star to go even slower. rarely see empire use cloud lightning as weapon. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. I'm a veteran of Stellaris, playing since super early days. Life is MorningLightMountain. 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. 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. Just the same options again and again. The main advantage is that by the End-Game phase (assuming default 2200) you should have a few levels of repeatable tech on Physics for Energy Weapons to make AE+D+CL combo more powerful. The 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. 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. There's even an argument for picking the lowest tier engines to save on alloys. if the enemy is strong just check their composition and counter. That almost never happens. – X-slot weapons and L-slot long-range weapons range are reduced. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. 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). The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. 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. Members Online • KawaiiNyaruko . And if you are going to weild corvettes (and you should, both for the speed boost to your main fleet and as effective 'ablative armor') then they should actually be doing something. 4 Kinetic Launcher; 3. 1 Missiles; 4. 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. 2 Ancient Nano-Missile Cloud Launcher; 4. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. The other main weapon loadout is Neutron Launches with a Giga Cannon. Focused Arc Emitters and Clould Lightning is best. 解锁:在鼠标浮层中查看. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. I've done the math and tests. 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. (And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at it. The latter is my favorite, because they have such long range and bypass shields and armor. Embarrassingly, I'm still a hefty novice when it comes to ship design. So you're often better off equipping just the arc. So in ideal Gigacannon situation, Arc remains close. The Arc emitter splits its damage up too much. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. For most of the crises in general what I. In singleplayer you can just mass these, the AI will never counter them. Torpedoes & Strike Craft, plus Plasma and Arc Emitter 50% shields, 30% armor, 20% hull Destroyers with much the same except no Strike Craft They also have 1 Titan, 23K fleet power by itself. They also still lose against corvettes with similar results. FAE stands for Focused Arc Emitter. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. Reply. 3 Swarmer Missiles; 4. Standard combo is giga cannon with neutron launchers. If you want to use my mods as the basis for your own, you are very welcome to do so. Why bother having shields and armour tech when a battleship can have its hull removed with one volley.