In a space storm, Tachyon Lance just murders things. Members Online • KawaiiNyaruko . The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Rare resource cost? neglible compared to everything else on a battleship. 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. 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. 0) Number of years since game start is greater. The Low roll damage for a Lance is an Average roll for the Arc, even of rate of fire is countering consecutive low rolls you're better off damage wise with. 8. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. 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. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. Tho i have yet too see anything beat Arc Emitter spamm. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. 25) Has Discovery Traditions Tradition (×0. However, once shields are down it's the weakest of the spinal mount weapons. 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). Content is available under Attribution-ShareAlike 3. 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. Combining with arc emitters and/or torpedoes makes it more likely. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. But I’m also lazy. Arc Emitters. Giga Launcher + Kinetic Artillery is also a good alternative to rip through their shields, or maybe even missiles given that they have shield penetration, but those require another set of repeatables. 3. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. 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. However, this build has the disadvantage of range. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. Cruisers with a torpedo front, a hangar mid, and the gunship stern. ) Reply . Basically shield + armor pen because FE have very high shields and armor. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. For one, I like to micro. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. However. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Against fallen empires I often go for an Arc emitter build. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. Stellaris has a rather cheap upgrade system, where its easy to switch designs. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. Crystal plating perhaps but everything else is irrelevant. Focusing fire poorly also makes it more likely, but is bad overall. The focused arc emitter does 11. 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. 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. Its almost like two options are interchangeable. ; 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. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris currently has no AoE of any kind, again barring the minefield aura. If the enemy is faster, then they cannot. Each of the next sections, except for the few last ones, are an overview. A battleship has around 3000 hit points. Look up their compositions, and the tips against a specific FE here. 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). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Reply ironsasquash. It offers the best alpha strike) as many shields as you can fit one shield capacitor one reaction boosterNot to say Stellaris must follow history/be realistic, but it would give carriers a distinct advantage over other weapon systems. 4. Frigates are only really good as stealth ambush ships, and in any other role are just worse versions of Cruisers, and Destroyers are really only good as. Compare with the same level weapons, it got a. - Biological weapons and armors. 6. Throw in a titans perdition beam and then you are having a party. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Thats is our aim. The damage spreading is somewhat known. 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. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. 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. It shoots a 30° electric arc spreading through nearby walls and between enemies. Videogames, Guides, Cheats and Codes. 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. Stellaris. Auto-best is not good, it frequently makes completely nonsensical design decisions. Torpedo Corettes. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Probably artillery is better. The juggernaut is different because it can rotate so the arc emitters can always fire. Is it the Focused Arc Emitter o. Depends on your other ships and weapons and what type of defense your enemy is using. ago. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. 3 Autocannon; 3. So I’m currently fighting the Contingency, so my fleets are all specked to Arc Emitters and Cloud Lightning with some corvette fleets with Phase Disrupters. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. 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. FAE stands for Focused Arc Emitter. Example: I clear the Enigmatic Fortress chain and unlock the research. 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. 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. I've done the math and tests. You wanna destroy them before they can even close in. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). So for a somewhat new person like me this sounds fantastic and that I should basically only use. Why bother having shields and armour tech when a battleship can have its hull removed with one. G spot is too hard to find on corvettes hehe. Playing against a 25x Contingency. 2. 6 update. Simply have both fleets engage at the same time. Also see the issue of ship computer. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Other weapons can obviously be better depending on targets. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 2 Null Void Beam; 3 Kinetic weapons. Now im not a pro Stellaris gamer by any means so I figured id ask on the forums abit to see what is meta in the game. 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. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. ago. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. It is only visual bug and doesn't affect actual damage to enemies. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. 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. Strikecraft are the same but also clean up small ships very effectively. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. The end of my last game i had 550. tech_arc_emitter_1: Arcane Deciphering. Stellaris. . Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Plasma Cannons: tech_plasma_3. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 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. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. But this is close enough that you propably need a much longer test set to be sure. Arc emitters + neutron launchers > the rest. Interact with diverse alien races, discover strange. 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. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. Check at black holes systems, especially if it has an enemy warning icon on it. Void clouds live to hang out there. only cost a year. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. 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. 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. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Prime is life. You will be. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. You just necro'd a post 18 months old. Matter Disintegrator - A new approach. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. 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. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. 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. Asking the Stellaris community a. 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. These fleets seem to be punching way above their weight. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. The other main weapon loadout is Neutron Launches with a Giga Cannon. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. (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. 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. 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). Tachyon lance is close enough. 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. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Giving up one strike craft for the arc emitter is easily worth it. The Arc emitter splits its damage up too much. As soon as I get titan I am going to launch an offensive. What am I missing?Stellaris. 1 Energy Siphon; 2. 62 DPS per corvette with fully-upgraded weaponry. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. Numbers roughly add up. 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. Go with 3 BS variants anyway then you got all your vases covered. And then the rest never appear. Issue 2: Some ships can take the hit. It shoots a 30° electric arc spreading through nearby walls and between enemies. 6 Ancient Saturator Artillery; 4 Explosive weapons. Stellaris. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. The reason may be that the unbidden fleet is spread out across a radius of close to 60. 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. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. Missile, strike craft, and arc emitters all have 100% accuracy. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. The focused arc has 100% armor pen and 100% shield pen. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. InflationCold3591 • 3 mo. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. Home; Guides; Code Lists. Directions. Damage vastly outscales defense in Stellaris. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. 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. 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). Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Damage on the arc emitter can be 1 to 1700. Getting thorugh. This balances them out. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. The tachyon has 90% armor pen, and -33% shield damage. A complete and up-to-date searchable list of all Stellaris technology IDs. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. 2 Ancient Nano-Missile Cloud Launcher; 4. I’ve read around a lot that arc emitter is worse than running either X weapons, but the Fallen Empire targeted me and is bringing a 174k fleet to my 120k fleet. Nemesis Patch #2 Released! MrFreake_PDX. Contact. Unbidden: Unbidden is the only time that Arc Emitters actually shine. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. @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. 1. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Significant-Phase-71 • 2 yr. 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. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Stellaris. A small amount of Point Defense defends against Torpedoes and. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. v2. DeanTheDull Necrophage • 2 yr. 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. Still, in 3. List of all technology ids in the game to be used with “research_technology” console command. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. 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. I can't find it anywhere in the. 3 Arc Emitter; 2. Rare resource cost? neglible compared to everything else on a battleship. 2. Still, in 3. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. tech_arc_emitter_2. Cloud Lightning is only good if you're using Arc Emitters as well. Go to Stellaris r/Stellaris. One thing I learned recently is that you only need 1 ship per fleet with. Arc Emitter + cloud lightning battleships, with or without PD destroyers. !!! This is the Stellaris 2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why I say it's optional. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. 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. Generally I fit my ships depending on the composition of enemy fleets. 1. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. The only difference was they were. 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. 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. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. so no reverse engineering. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. . 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. Arc Emitters in Xs. Rare resource cost? neglible compared to everything else on a battleship. In singleplayer you can just mass these, the AI will never counter them. FE/AE and the Contingency are the best examples for this. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Torpedo Corettes. Discussion Attempt to electe a battleship focus ruler. One can tailor it a bit for Prethoryn/Hidden as needed. Currently 2 computers try to get inside the minimum range. 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. When no enemy in desired range, then the ships will attempt to gain range. The lance does more raw damage but iirc the scourge have roughly equal hull and armor, meaning they basically take the same number of shots to kill any given scourge (lance does double damage but emitter ignores 50% hp). You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. FAE stands for Focused Arc Emitter. Logical-Table-3530 • 2 mo. Nov 9, 2023Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they. 5 combat model. Most urgent late game problem. Current Stellaris Ship Meta (for v3. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. 例如:“异种. woundedspider. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. These IDs are usually used with the research_technology tech ID command. A better and stronger Arcology Project hsa. ( stellaris noob) i dont have dlc so idk if that contributes Most of what I do doesn't striclty require a DLC. 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. In stellaris 2. 2 Null Void Beam; 3 Kinetic weapons. Arc Emitters are good, the problem is that cloud lightning is horrible (It have half the range of Kinetic Artillery) and if you want to use Arc Emitters you dont want neutrons and kinetic artillery. 2 days faster than the Arc. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. 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. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. 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. I did some research and have arc emitters, which should be helpful. Numbers roughly add up. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Arc Emitters are already balanced, and don't need a change. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. . Make sure you have high accuracy; aux fire control helps for this. KA are long range and each 1/3 of a Gigacannon in firepower. 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). 1 Missiles; 4. The tachyon has 90% armor pen, and -33% shield damage. – X-slot weapons and L-slot long-range weapons range are reduced. 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. I have. 0) Number of years since game start is lower than 5 (×2. 在这个文件夹中找到两个能够使用Excel打开的文件,一个是ODS文件,一个是CSV文件,ODS文件是打开后不会乱码十分整齐的文件. 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. If thats Contingency, just use disruptors instead. 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. Against Battleships, Arc Emitters suck. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. I'm a veteran of Stellaris, playing since super early days. 6. 12000. Otherwise the dps is too low in comparison to other options. Range will not be in your favor, though. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. Weapons try to maximize their damage. 1. I hope to get some feedback from this great community too. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. However, once shields are down it's the weakest of the spinal mount weapons. Arc Emitter + Cloud Lightning is the combo. Directions. 0. In playthrough #2 I'll experiment. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Ennemy does not increase its hull over tech, loadout or time. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. ago. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). - Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. Content is available under Attribution-ShareAlike 3. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. Gigacannon needs to do 12600 to kill. Cloud lightning is an L-size weapon with range 70 and average damage 11. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. This is only especially useful against fallen/awakened empiers since they invest heavily in armour and shield while having comparatively few hull points, due to the fact these weapons tend to have significantly notably worse DPS than other weapon types. And if it does happens- you have disruptors, cloud lighting and arc emitter. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. So you're often better off equipping just the arc. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. 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. About 1. Cloud Lightning; Giga Cannon vs Kinetic Artillery). I still recommend battleships but you will suffer losses. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). 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. Crisis fleets are not big in numbers.