Arc emitter stellaris. So my ideal fleet comp would be torpvettes and arty battleships. Arc emitter stellaris

 
 So my ideal fleet comp would be torpvettes and arty battleshipsArc emitter stellaris  Selenba • 3 mo

Arc emitters + neutron launchers > the rest. 2. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. 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. Very few get through as they hit 100% of the time and bypass everything. Is it the Focused Arc Emitter o. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. 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. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. 6 isn't a Battleship meta. 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. 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. That almost never happens. You just necro'd a post 18 months old. 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 is a searchable and complete list of Stellaris technologies and their IDs. . Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. Synergizes well with the Carriers core. ago. Stellaris. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Best weapon for the Prethoryn: definitely. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. It's a Cruiser meta. 解锁:在鼠标浮层中查看. 3. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Damage on the arc emitter can be 1 to 1700. 64 DPS. Missile, strike craft, and arc emitters all have 100% accuracy. 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. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. Go to Stellaris r/Stellaris. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. FE/AE and the Contingency are the best examples for this. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. 在steam中打开游戏本地文件夹. Especially in the early game your enemies will be mostly hull, or at least a pretty balanced mix of hull / shields / armor; in this case the pure hull weapons aren't all that. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. In a space storm, Tachyon Lance just murders things. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). Cloud Lightning is only good if you're using Arc Emitters as well. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. However, this build has the disadvantage of range. What am I missing?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. if the enemy is strong just check their composition and counter. 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. This is the easiest way to use the guide in game, especially if you don't really plan ahead. Significant-Phase-71 • 2 yr. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Magyarharcos. 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. For battleship going with focused arc emitter in the x-slot, since you will lack any hard hitter weapons it is best to just hit the hull directly with your x-slots from longer range. If you want to use my mods as the basis for your own, you are very welcome to do so. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. When stellaris was updated to 3. Economics is everything in stellaris if you have more ships you win. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. . 0) Number of years since game start is lower than 5 (×2. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. You need a few from every weapon or you are handicapping yourself. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. 5 Mega Cannon; 3. Assuming they deal their full damage. Gigacannon needs to do 12600 to kill. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Titan. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. 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. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. Compare with the same level weapons, it got a. 2) Battleships with Arc Emitters and Cloud lightings are insanely powerful (especially with AI mod - because with it AI will able to get own repeatables too and since it pen weapons will start to win over "normal" one). Matter Disintegrator - A new approach. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. 25) Has Discovery Traditions Tradition (×0. Not so much for PVP but for PVE. For the record, in stellaris 2. 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). 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 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. Medium disruptor has range 60 and average damage 6. I did some research and have arc emitters, which should be helpful. 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. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. 1 Energy Siphon; 2. Arc Emitters are also quite OP. In stellaris 2. Nemesis Patch #2 Released! MrFreake_PDX. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. If you think Engineering research is bloated then get a propulsion specialist if you want guns or a voidcraft specialist if you want stations and chassis, and get a couple more tech picks. For specific weapons, you can really pick your 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. 50% pierce through the shield, but gets reduced by 50% of the ships armor. It is only visual bug and doesn't affect actual damage to enemies. 0) Number of years since game start is greater than 15 (×2. ; About Stellaris Wiki; Mobile viewWhile the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors. I always heard that if you put disruptors, you should only put disruptors. Getting thorugh. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 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. 4. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 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. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. I hope to get some feedback from this great community too. But not like the status of Arc Emitters in X slot. Arc emitters instead of proton/neutron torps and giga cannons. 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. Rare resource cost? neglible compared to everything else on a battleship. Use arc emitters and kinetic battery. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. It just misses an icon. Go to Stellaris r/Stellaris. And 5x T5 large shields and 1 T5 armor. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Accuracy useless since arc emitter is 100%. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). The two weapons are attacking different segments of their HP. 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. r/Stellaris. - Nanite weapons and armors. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Most urgent late game problem. Arc emitter/ carrier core / multi missiles. Rest is carrier battleship with arc-emitter on X slot. The tachyon lance does 15. 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. Anti-Shield weapons have that property. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. 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. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Make sure you have high accuracy; aux fire control helps for this. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. Cruiser VS Battleship. 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. The focused arc has 100% armor pen and 100% shield pen. 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. Directions. KA are long range and each 1/3 of a Gigacannon in firepower. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. 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. Might actually be better for keeping your Battleships healthy, now that I think about it. I tend to try and make them as split and even as possible across the board. - Biological weapons and armors. crystal hull plus the regen from scavenger bot and engineer admiral. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Basically, if MD are bad at focusing. ago. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. You want as MUCH distance as possible with as much range as possible. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Focused Arc Emitter in the front, a couple hangars in the core, and a couple Whirlwind Missiles in the stern should theoretically create a design that will be moving between 120 and 150 range. 2 Ancient Macro Batteries; 3. The other 86% of DPS does not penetrate shields. DeanTheDull Necrophage • 2 yr. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. ) Reply . For most of the crises in general what I. Arc Emitters I'm pretty sure. 1 Missiles; 4. 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. List of all technology ids in the game to be used with “research_technology” console command. that weapon requires plasma weapons to research. Each of the next sections, except for the few last ones, are an overview. Tachyons are good overall, especially against armour. 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。. All are pretty good but GC has the edge. XL weapons target large ships first and large ships have lots of armor. 例如:“异种保护区”(建筑. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. Focusing fire poorly also makes it more likely, but is bad overall. rarely see empire use cloud lightning as weapon. 2. Also see the issue of ship. Giga can spread damage to help take down shields then tachyon focus fires. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. tech_arcane_deciphering: Armored. About 1. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 6 Ancient Saturator Artillery; 4 Explosive weapons. 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. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. Helican Jul 19, 2016 @ 9:11am. 6. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. Plasma Throwers: tech_plasma_1. Currently 2 computers try to get inside the minimum range. Stellaris. Selenba • 3 mo. First, range. Go to Stellaris r/Stellaris. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Contingency has basicaly +100% buff to almost everything (damage, health etc) and uses the following weapons: All warforms (battleships) have Focused Arc Emitter which completely ignores shield, armor and has 100% accuracy. - My plan is to completely bypass their shields and armor with my Battleships and then deflecting their torpedoes and Strike Craft with PD and Flak picket. 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. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Maybe the lack of speed boosts for kiting has been my issue. Nah. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. In 3. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. But even then I will tend to go Giga if there. For the record, in stellaris 2. This page was last edited on 14 October 2017, at 11:50. 6 update. 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. r/D4Druid. Most urgent late game problem. 1 Titan for snare aura to reduce enemy disengage. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. 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. The downside is this is considered late game, because you must research Gamma Lasers to unlock Disruptors, then research all disruptor tech to unlock Arc. 4. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. 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. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. 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. – Strikecrafts damage has been reduced and speed was rolled-back. Standard combo is giga cannon with neutron launchers. Plasma is good, but it should also be paired with kinetic weapons. There are only very select circumstances where they are preferable to other weapons: either if you are well behind in tech that you'd lose a straight slug fest, or are so late in the game that armor/shield renewables are overwhelming to anything but arc emitters. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. . ago. 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. It's contextual really. ; About Stellaris Wiki; Mobile view While the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors and Cloud Lightning are unremarkable at best and struggle to compete with the Neutron Launcher and Kinetic Artillery. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. you need kinetics to lower shields for the nl though. What is everyone's favorite version of Doomstacks? Mine is a few titains, a lot of battleships and the rest cruisers all with…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. 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. Stellaris cheats and commands. The cost per point of HP is just so garbage for armor, and armor does not regenerate. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. (×1. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. There are 3 possible X-slot choices at their most highly upgraded versions, and the Juggernauts can equip two X-slot weapons on a ship (including both the same or two different ones). Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 2. Discussion Attempt to electe a battleship focus ruler. 44. Definitely an easy thing to test if you're curious. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Ultimately went Kinetic on Battleships and Plasma on cruisers. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). - Gravitic weapons. This is my attempt to sort out some things and get rid of confusion. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Medium disruptor has range 60 and average damage 6. Stellaris Cheats; Technology Codes;. 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. Tachyon Lance and Kinetic Artillery carry the day. In singleplayer you can just mass these, the AI will never counter them. Content is available under Attribution-ShareAlike 3. A battleship has around 3000 hit points. NK_2024 Collective Consciousness • 3 yr. 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). 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. This mod also adds two new technologies to the. Jun 28, 2022. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. Reply. 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. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. One can tailor it a bit for Prethoryn/Hidden as needed. With power booster on accessory slot. 2. 0 unless otherwise noted. Techs needed: Battleships, Megacannon (or Arc Emitter), Kinetic Artillery, Shield Hardeners, Autocannons Required Components: Line Computer Sections: Spinal Mount Bow, Artillery Core, Broadside Stern X-Slot: 1 Tachyon Lance L-Slots: 3 Kinetic Artillery M-Slots: 2 Autocannons 12000. 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. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. 3 Afterburners. In a space storm, Tachyon Lance just murders things. 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. 4 Torpedoes; 4. 例如:“异种. Community Hub. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. Members Online • [deleted]. Keep. When no enemy in desired range, then the ships will attempt to gain range. The giga has 50% armor pen, and an extra 33% shield damage. 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. Weapons try to maximize their damage. Disruptor Corvettes have absolutely garbage damage, 7. Go to Stellaris r/Stellaris. ago 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 6 update. Home;. Just to test it and see if they do or not after playing for fun, I've used a hex editor to increase my research speed to instant and ripped. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. 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. Arc Emitters are already balanced, and don't need a change. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. After your first fleet engages, have a second fleet of naked battleships engage. 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. So that’s 2M damage per week. Numbers roughly add up. The focused arc has 100% armor pen and 100% shield pen. 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. 3. 2 Ancient Macro Batteries; 3. Best Auras are locating and Reduction of Disengagement chance. 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). Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. The advantage of the Arc Emitter is a 10% higher base accuracy. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 4. Helican Jul 19, 2016 @ 9:11am. The alternative weapons are redundant and inferior in comparison as kinetic artillery and tachyon lances are both low in stats and bad against shields respectively. The Contingency got nerfed pretty hard in 1. Thoughts on 3. Directions. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. 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. I still recommend battleships but you will suffer losses. 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. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. However, this build has the. Stellaris Dev Diary #312 - 3. I’ve had trouble in the past with their arc emitters and need a counter. This balances them out. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. The tachyon has 90% armor pen, and -33% shield damage. And if it does happens- you have disruptors, cloud lighting and arc emitter. Tier 0 is used for starting technologies. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. 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. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. 25% instead of 50%. However, once shields are down it's the weakest of the spinal mount weapons. 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. In singleplayer you can just mass these, the AI will never counter them. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. 1) Cruisers are "poor man battleships" and should be avoided. 1 hull, so a weapon with lower DPS that can directly go for hull works best. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Targetting priorities. Arc Emitters: tech_arc_emitter_1.