Arc emitter stellaris. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. Arc emitter stellaris

 
 I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millionsArc emitter stellaris But arc emitter carriers slot nicely with missile cruisers

This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. I'm a veteran of Stellaris, playing since super early days. 25 / ×2. 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 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. Torpedo Corettes. Arc emitters + neutron launchers > the rest. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Plus given XL weapons have incredible range and that shields are the first layer of defense, using Giga cannons means you can get their shields down quicker so that by the time you've got. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. If you want to use my mods as the basis for your own, you are very welcome to do so. 1. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. 3 Arc Emitter; 2. 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. 45k did it for me with nearly no losses and it was quick AF. 例如:“异种. 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. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. These fleets seem to be punching way above their weight. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. You'd need 20 Corvettes with x3. Prime is life. 2. Just the same options again and again. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Basically arc does 25% damage as shields are enough. I've been using arc emitter carriers in my current run against 5x GA Unbidden and Contingency (using mods for forced ~2300 triple crisis), and while they were. The reason may be that the unbidden fleet is spread out across a radius of close to 60. So the battleships and cruisers try to maintain permanent 100 range while firing. 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 Emitter outperforms Mega Cannon in a Battleship meta, but 3. Plasma Throwers: tech_plasma_1. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. When stellaris was updated to 3. Their damage is. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Example: research_technology tech_starbase_3. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. Numbers roughly add up. Reply ironsasquash. Lances are countered with shields, which makes them suboptimal in the start of the battle. Highlights include: - Psionic weapons. InflationCold3591 • 3 mo. Damage on the arc emitter can be 1 to 1700. 3 Afterburners. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. Otherwise 95% accuracy and 100% accuracy would be pretty similar. Cloud Lightning is only good if you're using Arc Emitters as well. 3. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. 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. Reply. 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. 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. lances have much better armor penetration. 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). Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. So for a somewhat new person like me this sounds fantastic and that I should basically only use. 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. After your first fleet engages, have a second fleet of naked battleships engage. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. - Gravitic weapons. 2 Ancient Macro Batteries; 3. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. 6 update. It also seems like spinal mount carriers with arc emitters are better carriers. Also see the issue of ship. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. KA are long range and each 1/3 of a Gigacannon in firepower. Meanwhile, the Whirlwinds and Marauders still have 45% and 40% tracking respectively, and a single volley from the Whilrwinds will kill 6 Corvettes and Marauders will kill 2. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty 50/50 Shields/Armor, Green components I've just added Afterburners for the speed, Artillery Computer Pure arty BB's trade nearly 1:1 with this but they don't have the versatility of Strikecraft so they get shredded by BB counters. 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. 50% get to the shield. but medium sized brawler cruisers and destroyers+corvette swarms with small distruptors are very effective against contingency ships if combined with cloud lighting and arc emitter/carrier battleships as they negate contingency ships heavy armor and shields while. Stellaris. ago. Stellaris. 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. 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. Very few get through as they hit 100% of the time and bypass everything. Anti-Shield weapons have that property. Just focus on Battleships with: full shields (their only weapons are energy based, and your strike crafts+point defense should easily neutralize theirs), cloud lightning/arc emitters (they have strong shields/armor but weak hull), point defense and strike crafts to neutralize theirs as already stated. . 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. Tachyons are good overall, especially against armour. So Mega/Giga cannons are the way to go in most cases. 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. Simply have both fleets engage at the same time. Throw in a titans perdition beam and then you are having a party. Arc Emitters I'm pretty sure. How do you equip "arc emitters"? I saw them mentioned on this subreddit as being a good weapon, so I researched it(then a further upgrade). But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. Numbers roughly add up. From my experience, artillery BS fleets win arc emitter fleets. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. 6 isn't a Battleship meta. 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. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. 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). 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. Arc Emitters are also quite OP. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. Disruptor Corvettes have absolutely garbage damage, 7. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. With power booster on accessory slot. One can tailor it a bit for Prethoryn/Hidden as needed. But imagine if projectile weapons in Stellaris had no power requirements at all. tech_arcane_deciphering: Armored. Stellaris Dev Diary #312 - 3. I've done the math and tests. 2 Null Void Beam; 3 Kinetic weapons. A better and stronger Arcology Project hsa. Arc emitters are another option to deal with ships that have high shields and/or high armor values but mediocre hull points (like the contingency). Arc emitters instead of proton/neutron torps and giga cannons. 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. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Titan. Stellaris. The focused arc emitter does 11. The go-to way to use Whirlwinds is part of a balanced Battleship build. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. Interact with diverse alien races, discover strange. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. MorningLightMountain is Prime. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Thus we can expect a Revenant to die for every 5 Arc Emitters. Focusing fire poorly also makes it more likely, but is bad overall. In singleplayer you can just mass these, the AI will never counter them. Against shields ( unbidden ) mega cannons. 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. Also see the issue of ship computer. 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. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. 0 unless otherwise noted. 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. Cruisers are plain useless except for missile boats to diverse DMG output. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Carrier battleships can counter most anything. Hangars are the only traditional Battleship weapon that didn't get their damage output nerfed (they lose their point defense property instead), but the rest of the Carrier core got buffed immensely. 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. 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. Embarrassingly, I'm still a hefty novice when it comes to ship design. And besides that a Mix of Kinetic and Energy Artillery. Then roll them up with your own arc emitter battleships, preferably from behind their battlecruisers. Directions. All 3 work fine if you massively overpower the enemy. One thing I learned recently is that you only need 1 ship per fleet with. 6. 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). It's a Cruiser meta. This mod also adds two new. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. Combining with arc emitters and/or torpedoes makes it more likely. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. Reply Averath Platypus • Additional comment actions. 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. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. 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. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Targetting priorities. 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. I can see how the arc emitters aren't helping with defense breaking here. It goes double for a penetrating design, though, since Cloud Lightning is really poor (bad enough to make me wonder about using Arc Emitters with Neutron Launchers and Kinetic Artillery to leave my new starbases stronger while sacrificing less firepower) and Disruptors are absolutely useless, but Arc Emitters are good. I just have 2 or 3/4 full battleship fleets with Arc Emitter, 4 Medium disruptors, scoutcraft and either another two disruptors or 1 Cloud Lighting (if I could get voidclouds in my galaxy). Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. 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. Stellaris is a. Tier 0 is used for starting technologies. However, this build has the. 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). Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. 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. What am I missing?Stellaris. 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). Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. woundedspider. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. Members Online • [deleted]. Go with 3 BS variants anyway then you got all your vases covered. Gigacannon needs to do 12600 to kill. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. 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. Stellaris. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. rarely see empire use cloud lightning as weapon. I guess what I am frustrated about is that Stellaris gives you many options for. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. 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. Might actually be better for keeping your Battleships healthy, now that I think about it. - Biological weapons and armors. 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. 4. This means 86% of the ships DPS is ineffective until shields are down. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. ago. 5 combat model. 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. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 具体改法为(仅适用于steam正版):. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. No arc emitters or cloud lightning, just kinetic and non. Which result in inability to fire those weapons. Mega Cannons+Neutron Launchers are more efficient otherwise. Choose weapons that ignore or are more effective against the enemy’s ship design. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 2. Against Battleships, Arc Emitters suck. 解锁:在鼠标浮层中查看. 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. 2 days faster than the Arc. If thats Contingency, just use disruptors instead. 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. Hit multiple targets. 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。. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Especially about the targetting AI. You either go with 4 Neutron Launchers or 4 Cloud Lightning. G spot is too hard to find on corvettes hehe. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. 25% instead of 50%. Life is MorningLightMountain. only cost a year. 8. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. That almost never happens. 对该项目的细节说明请添加至相关页面. Arc Emitter, 2 Hangars, and the rest set to missile is a solid design that gets the advantage of bypassing shields while retaining the long range of Battleships and having good damage output. This is my attempt to sort out some things and get rid of confusion. Usually you'll get better results. 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. 1 Missiles; 4. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. 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. Arc Emitters and Repeatable Hull Point research. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Cruiser VS Battleship. But I’m also lazy. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Is it the Focused Arc Emitter o. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. Even without repeatables that setup should be more than enough to handle any of the crises easily. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. You will be. 6. Videogames, Guides, Cheats and Codes. Selenba • 3 mo. tech_arc_emitter_1: Arcane Deciphering. Of course it also costs you the entire hangar front section. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. Getting thorugh. Depends on your other ships and weapons and what type of defense your enemy is using. tech_arc_emitter_2. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Another thing to consider once you get to the artillery battleship stage of the game is that the Focused Arc Emitter is actually pretty good as an alpha strike weapon: it has the full 150 range and deals around 2/3 as much base damage as the other X weapons, but completely skipping shields and armor will get you a lot of outright kills on large. The Arc emitter splits its damage up too much. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. So in ideal Gigacannon situation, Arc remains close. The advantage of the Arc Emitter is a 10% higher base accuracy. Get the +20% range admiral. 对该项目的细节说明请添加至相关页面. Otherwise the dps is too low in comparison to other options. ago. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Depends on the enemy’s defenses. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. 1. Stellaris is a colonization game, 0 micro manage or even anything in. 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. Arc needs to do 13200 to kill. tech_arc_emitter_2. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 1) Cruisers are "poor man battleships" and should be avoided. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. 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. 5 Mega Cannon; 3. ago. They've pretty effectively countered your fleet build, since the energy weapons can take down your. Home; Guides; Code Lists. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. Plasma is obviously an exception however- it does too little damage to shields. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. Using crystal plating to improve hull points doesn’t work enough. Strikecraft are the same but also clean up small ships very effectively. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. The end of my last game i had 550. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Arc emitter is energy weapon. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Weapons try to maximize their damage. Titan full Loadout of best Design. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 对该项目的细节说明请添加至相关页面. Still, in 3. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. They tried to borrow from EVE Online, I guess, but didn't quite finish. In singleplayer you can just mass these, the AI will never counter them. I'm a veteran of Stellaris, playing since super early days. This page was last edited on 14 October 2017, at 11:50. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. that weapon requires plasma weapons to research. Where's my fucking reactive armor, goddammit. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. 2. Economics is everything in stellaris if you have more ships you win. 3 Arc Emitter; 2. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. You just necro'd a post 18 months old. 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. 2 Ancient Macro Batteries; 3. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. 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. The Arc emitter splits its damage up too much. 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. 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. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. Unbidden anchors provide 50% hardening to all units in the system. 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. 0) Number of years since game start is greater. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. Adding hull repeatables isn't really possible, because it would. ago.