arc emitter stellaris. So you're often better off equipping just the arc. arc emitter stellaris

 
 So you're often better off equipping just the arcarc emitter stellaris 6 update

@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. that weapon requires plasma weapons to research. And typically is available 5-10 years later, so it can be common to not even use the Arc Emitters and skip straight to FAEs. Titan full Loadout of best Design. Go with 3 BS variants anyway then you got all your vases covered. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Medium disruptor has range 60 and average damage 6. Best Lategame Fleets: 20 BS with Forged Plates and Arc Emitter + 3 Lightning 4 BS only StrikeCraft+ PD and 1 Lightning 2 more BS or one Titan. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). Cruisers with a torpedo front, a hangar mid, and the gunship stern. Carrier battleships can counter most anything. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. The other 86% of DPS does not penetrate shields. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. 3 Arc Emitter; 2. 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. Significant-Phase-71 • 2 yr. ago. I guess what I am frustrated about is that Stellaris gives you many options for. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Jun 28, 2022. 4 Torpedoes; 4. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. This page was last edited on 14 October 2017, at 11:50. Stellaris. 1) Cruisers are "poor man battleships" and should be avoided. 例如:“异种. That said, late game going with the arc emitter front and. Stellaris. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. InflationCold3591 • 3 mo. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. Disruptors are good in two contexts: late-endgame when everyone is in the repeatable tech chain, or early/mid-game when you're trying to snipe Fallen Empire end-game techs. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Usage. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. 5 combat model. Disruptor type weapons (including Cloud Lightning and Arc Emitters) are very good against Fallen Empires and the Contingency, as they have a lot of shields and armour but relatively little hull. Stacking more shields over shield capacitor in accessory slot gives more shield value. 45k did it for me with nearly no losses and it was quick AF. you need kinetics to lower shields for the nl though. To my knowledge you can't arm corvettes with torpedos without nodding. 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. Simply have both fleets engage at the same time. v2. The giga has 50% armor pen, and an extra 33% shield damage. So for a somewhat new person like me this sounds fantastic and that I should basically only use. This is a searchable and complete list of Stellaris technologies and their IDs. Tachyon lance is close enough. 3. 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. While it seems good, it's actually better to use. Home; Guides; Code Lists. Also see the issue of ship. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. 例如:“异种保护区”(建筑. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. FAE stands for Focused Arc Emitter. Arc Emitters. On a related note, OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and. Stellaris Cheats; Technology Codes;. Society I usually alternate between the +15 Admin Cap boost (just to remove Beauracrat jobs to something more useful) and +5 year Leader lifespan just to keep high. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. For the record, in stellaris 2. 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. In singleplayer you can just mass these, the AI will never counter them. Ultimately went Kinetic on Battleships and Plasma on cruisers. 具体改法为(仅适用于steam正版):. 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. How good is a disruptor/ cloud lightning/ emitter monofleet? I know a fleet of corvette's with autocannons followed up by a fleet of BB's with energy…The only real damage they can do to you is with focused arc emitters, but it's not like they mass them enough to start melting fleets. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. 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. 6 isn't a Battleship meta. FAE stands for Focused Arc Emitter. However, this build has the disadvantage of range. I can't find it anywhere in the. There is no best weapon. Discussion Attempt to electe a battleship focus ruler. Tachyon Lances:The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. 在steam中打开游戏本地文件夹. That said, late game going with the arc emitter front and two hangar bays works out nicely to both counter enemy battleships with the arc emitters and other ships that don't have XL weapons with the strike craft (and arc emitter). 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. Focused Arc Emitters and Clould Lightning is best. Go to Stellaris r/Stellaris. If you aren't going long-range, use a different ship type. 8. The Contingency got nerfed pretty hard in 1. Directions. NK_2024 Collective Consciousness • 3 yr. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Yeah the S- or M plasma on Line Cruisers are fine. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. Damage on the arc emitter can be 1 to 1700. Issue 2: Some ships can take the hit. And then the rest never appear. (But to be honest, with vanilla stellaris, once you have focused arc emitters you can easily take out any FE, and you get those around 2240 in a tech rush. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. It’s inside the forward hard mount, then a little up. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 3 Arc Emitter; 2. 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. Where's my fucking reactive armor, goddammit. The latter is my favorite, because they have such long range and bypass shields and armor. Gigacannon needs to do 12600 to kill. It can be issue when you have 3-6 battleships. To quickly find a tech in this list press ctrl + f and type in the techs name. These IDs are usually used with the research_technology tech ID command. 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. 6. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Arc emitters are one of those things that are terrifying if you have critical mass but a mere nuisance if there's only a few of them. . Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. 1. Community Hub. Tier 0 is used for starting technologies. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Medium disruptor has range 60 and average damage 6. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. 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. I think the meta is Giga Cannon with neutrons. Compare with the same level weapons, it got a. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). rarely see empire use cloud lightning as weapon. 50% get to the shield. Stellaris cheats and commands. Prethoryn have shield pen so stack up more on armor and also they lack shielding so go for energy weapons mainly (don’t bother with Kinetic). It seems that arc emitters are slightly better. So you take a look at the x slot weapon options, glance at the stats and see that the arc emitter is a full penetration weapon, the tachyon lance is a hull shredder, and the giga cannon is a shield killer. BEEIKLMRU. 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. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. 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. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). Stellaris. For one, I like to micro. Army doctrine was no retreat for + 33 fire rate. Maybe the lack of speed boosts for kiting has been my issue. So the battleships and cruisers try to maintain permanent 100 range while firing. 2. Arc emitters + neutron launchers > the rest. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Playing against a 25x Contingency. I'm a veteran of Stellaris, playing since super early days. However. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 62 DPS per corvette with fully-upgraded weaponry. Cloud lightning is an L-size weapon with range 70 and average damage 11. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. You losing with 1. DeanTheDull Necrophage • 2 yr. Battleships will be build, but not very many. Cloud lightning is an L-size weapon with range 70 and average damage 11. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). ( stellaris noob) i dont have dlc so idk if that contributes Most of what I do doesn't striclty require a DLC. You'd need 20 Corvettes with x3. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. The juggernaut is different because it can rotate so the arc emitters can always fire. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. 6 update. Its almost like two options are interchangeable. . 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 artillery) or S/M (Disruptor vs gamma laser/gauss cannon). 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 1. Use arc emitters and kinetic battery. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. 6+ Stellaris. The other main weapon loadout is Neutron Launches with a Giga Cannon. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Focusing fire poorly also makes it more likely, but is bad overall. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. 2x Hangar module starport are superb value in the early-game, 3x Hangar/1x shipyard starholds stay relevant for quite some time and can provide a superb staging base for your fleets (seriously, make sure you include that shipyard, your fleets repair basically instantly at a starbase with a shipyard and it's well worth the inclusion). 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. In stellaris 2. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. KA are long range and each 1/3 of a Gigacannon in firepower. (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). The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. And no, if you make. The risk changes if it's the Spiritualist FE. 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. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 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. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 5 combat model. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Arc Emitters are also quite OP. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. It shoots a 30° electric arc spreading through nearby walls and between enemies. 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. ago. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. Make sure you have high accuracy; aux fire control helps for this. The Meta Artillery Battleship™ is Giga Cannon + Neutron Launchers (although an argument can be made for 3 Neutron + 1 Kinetic), with the Carrier variant replacing the middle section with Carrier and taking Arc Emitter (you can skip small slots and PD, they will do nothing unless you’ve let the enemy get into melee range). 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. Stellaris Dev Diary #312 - 3. Helican Jul 19, 2016 @ 9:11am. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 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. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. (And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at it. 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. So Mega/Giga cannons are the way to go in most cases. These are energy weapons too and they completly ignore shields. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). But imagine if projectile weapons in Stellaris had no power requirements at all. Of course it also costs you the entire hangar front section. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. Go to Stellaris r/Stellaris. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. 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. Unbidden anchors provide 50% hardening to all units in the system. 6 update. 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. Otherwise 95% accuracy and 100% accuracy would be pretty similar. The focused arc emitter does 11. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. 05) and (0. Embarrassingly, I'm still a hefty novice when it comes to ship design. so no reverse engineering. 0) Number of years since game start is greater than 10 (×2. 2. Most urgent late game problem. Using crystal plating to improve hull points doesn’t work enough. It's all about using weapons that complement each other. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. 25% instead of 50%. Highlights include: - Psionic weapons. 1 Mass Driver; 3. Go to Stellaris r/Stellaris. Helican Jul 19, 2016 @ 9:11am. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. Targetting priorities. Definitely an easy thing to test if you're curious. After your first fleet engages, have a second fleet of naked battleships engage. Arc Emitters are already balanced, and don't need a change. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. Also, the void cloud lightning is better. – Strikecrafts damage has been reduced and speed was rolled-back. 50% get to the shield. 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. Thoughts on 3. I’ve had trouble in the past with their arc emitters and need a counter. Immediately, one of the new enigmatic tech options shows up. Each of the next sections, except for the few last ones, are an overview. Arc Emitters really are the go-to XL in general, expect a. 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. 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. It's a very thin gaussian. !!! This is the Stellaris 2. Subscribe to downloadExtra Ship Components 2. Rare resource cost? neglible compared to everything else on a battleship. Missile, strike craft, and arc emitters all have 100% accuracy. The damage spreading is somewhat known. But this is close enough that you propably need a much longer test set to be sure. You want +5% Damage buffs more than +5% rate of fire, to a point. Damage vastly outscales defense in Stellaris. Like someone mentioned to use Arc Emitter + Strike Craft - then the Arc Emitter is fighting alone against the hull, while the strike craft and missiles are separately working on the armor. If the enemy is faster, then they cannot. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. g. Assuming they deal their full damage. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. Arc Emitters are great if you stack a fleet with them. Generally I fit my ships depending on the composition of enemy fleets. 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. In playthrough #2 I'll experiment. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Your Carriers will be weaker and more vulnerable for the loss of Focused Arc Emitter and Point Defense, and you will be locked out of Artillery Battleships which could be a problem against the crisis, but there's enough here to work with. Its almost like two options are interchangeable. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ago. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. I use Arc Emitters which stack with the energy weapon damage repeatable, since it goes through shields and armor I don't really see any use for the Giga cannon and Tachyon lance. Because Disruptors are the single worst mainline weapon in the game. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. 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. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. Might actually be better for keeping your Battleships healthy, now that I think about it. Tachyons are good overall, especially against armour. 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. 1 Missiles; 4. 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). Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. So my ideal fleet comp would be torpvettes and arty battleships. This balances them out. 3. Contact. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. This is my attempt to sort out some things and get rid of confusion. I still recommend battleships but you will suffer losses. It just misses an icon. 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). One thing I learned recently is that you only need 1 ship per fleet with. 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 Kinetic Launcher; 3. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. ago. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. Against Battleships, Arc Emitters suck. Focused Arc Emitter (energy) Kinetic Artillery (only good for facilitating energy weapons) Neutron Launcher (energy) Devastator Torpedo Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. tech_arc_emitter_1: Arcane Deciphering. 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. It also adds several new subtrees with technology based on crystals, psionics, gravity. Against armour (scourge) Lances. Still, in 3. What am I missing?Stellaris. 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. 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. 3. So in ideal Gigacannon situation, Arc remains close. 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. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Hull is 3300. The only difference was they were using Arc. Not so much for PVP but for PVE. 例如:“异种. 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. The Arc emitter splits its damage up too much. Anti-Shield weapons have that property. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how about. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. Lances decimate armour, but are hopeless against shields. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. Stellaris fleet getting destroyed. 4 Anti-Shield. All are pretty good but GC has the edge. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. They tried to borrow from EVE Online, I guess, but didn't quite finish. 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. Indeed they are bad at pretty much everything else - but that they can do good. Stellaris. 5 combat model. I can see how the arc emitters aren't helping with defense breaking here. BB Arc emitter cloud lightning in 3. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. The tachyon lance does 15. The reason may be that the unbidden fleet is spread out across a radius of close to 60. Torpedoes & Strike Craft, plus Plasma and Arc Emitter 50% shields, 30% armor, 20% hull Destroyers with much the same except no Strike Craft They also have 1 Titan, 23K fleet power by itself. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. The end of my last game i had 550. 1 hull, so a weapon with lower DPS that can directly go for hull works best. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but.