Arc emitter stellaris. Get the +20% range admiral. Arc emitter stellaris

 
 Get the +20% range admiralArc emitter stellaris Definitely an easy thing to test if you're curious

Bates Distribution - basically, if you take a bunch of uniform random variables (which is what weapon damage rolls in stellaris are) the average value quickly concentrates to the midpoint of your uniform range. 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. Missile, strike craft, and arc emitters all have 100% accuracy. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. It also seems like spinal mount carriers with arc emitters are better carriers. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. 解锁:在鼠标浮层中查看. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. So that’s 2M damage per week. r/D4Druid. 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. 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. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). In EVE, for example, the projectile weapons don't use energy, at all. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Logical-Table-3530 • 2 mo. Arc Emitters are already balanced, and don't need a change. (Cloud Lightning and Arc Emitter are the other bypassing weapons, but they cannot be equipped on a corvette since they require a L or X slot. 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. It's all about using weapons that complement each other. 62 DPS per corvette with fully-upgraded weaponry. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. 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. The tachyon has 90% armor pen, and -33% shield damage. 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. 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. )Use a few carrier battleships with Focused Arc emitters and swarmer missiles, swarmer missile destroyers, and a sizable group of either corvettes/frigates and you'll be good to go. But imagine if projectile weapons in Stellaris had no power requirements at all. XL weapons target large ships first and large ships have lots of armor. I personally feel that Neutron Launchers make a better pairing with the Focused Arc Emitter precisely for this reason, since they punish hull-heavy ships that counter the Focused Arc Emitter. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. 4. There is no best weapon. It's a very thin gaussian. 05) and (0. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. 2 Null Void Beam; 3 Kinetic weapons. Particles The Particles tech tree focuses on lasers, reactors and FTL. Carrier battleships can counter most anything. Stacking more shields over shield capacitor in accessory slot gives more shield value. 2 Null Void Beam; 3 Kinetic weapons. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. Cloud Lightning; Giga Cannon vs Kinetic Artillery). 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. Check at black holes systems, especially if it has an enemy warning icon on it. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. Not so much for PVP but for PVE. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. 6. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). I can see how the arc emitters aren't helping with defense breaking here. In singleplayer you can just mass these, the AI will never counter them. 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. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. Derived from [Universal Arc Emitter] Mod, this is a L-slot arc weapon, kind 'a better and more expensive cloud lightning, or smaller arc emitter. Hull is 3300. 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. Stellaris. Might actually be better for keeping your Battleships healthy, now that I think about it. The risk changes if it's the Spiritualist FE. Probably artillery is better. it is in the same category as the disruptor and the arc emitter. ago. I. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. Currently 2 computers try to get inside the minimum range. 4 Kinetic Launcher; 3. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . 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. Where's my fucking reactive armor, goddammit. 5 Mega Cannon; 3. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. . Accuracy useless since arc emitter is 100%. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Use arc emitters and kinetic battery. 2. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. So my ideal fleet comp would be torpvettes and arty battleships. After your first fleet engages, have a second fleet of naked battleships engage. 5 times the fleet power does not suprise. 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. 45k did it for me with nearly no losses and it was quick AF. 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. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. FE/AE and the Contingency are the best examples for this. Then roll them up with your own arc emitter battleships, preferably from behind their battlecruisers. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Focused arc emitter battleships for contingency and unbidden, tachyon lances for prethoryn, run strike craft with either with contingency and unbidden they help by ignoring shields and thus can actually aid the FAEs in doing damage and with prethoryn they help by killing enemy strike craft ( even though prethoryn strike craft are really slow. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. 对该项目的细节说明请添加至相关页面. It's contextual really. ago. Significant-Phase-71 • 2 yr. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. 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). With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. 对该项目的细节说明请添加至相关页面. tech_arc_emitter_2. I hope to get some feedback from this great community too. In 3. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 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). Mega Cannons+Neutron Launchers are more efficient otherwise. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Crystal plating perhaps but everything else is irrelevant. If you're going the FAE path, then you don't want Kinetic weapons at all. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. So for a somewhat new person like me this sounds fantastic and that I should basically only use. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. But this is close enough that you propably need a much longer test set to be sure. With 60 range, the most you can squeeze out of them is 60 + 10% (rapid deployment war policy) +20% (cautious) + 20% (artillery combat computer) for a total of 95 range. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged weapon to. Go to Stellaris r/Stellaris. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Considering how much shielding the Unbidden have, and Arc Emitters ignore all armour and shields, they seem to be the go-to XL slot weapon. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. They never miss and wholly bypass armour and shields. 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. Against a Xenophobic FE, your best bet is a fleet of Battleships (don't build anything else) with the XLLLL design: first section is Spinal Mount featuring an X weapon using the Arc Emitter / Focused Arc Emitter (this is really important), second section should be Artillery and have 3x L weapon, and last should have a single L slot. Thats is our aim. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. Against fallen empires I often go for an Arc emitter build. Prime is life. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Especially about the targetting AI. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. 3. For one, I like to micro. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 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. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. It's the difference between having +50% damage and attack speed instead of 25%. Reply. As soon as I get titan I am going to launch an offensive. 0) Number of years since game start is greater. - Gravitic weapons. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. 1. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. 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. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Stellaris cheats and commands. Usually you'll get better results. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. 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. The focused arc emitter does 11. These cruisers went directly for the backline. Yeah the S- or M plasma on Line Cruisers are fine. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. If you aren't going long-range, use a different ship type. Let's jump into the foundational design before I start explaining. Generally I fit my ships depending on the composition of enemy fleets. 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 nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. Of course it also costs you the entire hangar front section. In a space storm, Tachyon Lance just murders things. 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. 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. I must add, lances at hitscan, meaning as soon as they fire they touch the enemy, same for arc emitters, but mega cannons are not, they have travel. Arc Emitters are indeed designed to counter corvettes. Asking the Stellaris community a. However, this build has the disadvantage of range. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. 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. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. And besides that a Mix of Kinetic and Energy Artillery. It shoots a 30° electric arc spreading through nearby walls and between enemies. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. Not enough power for 6 shields. It’s inside the forward hard mount, then a little up. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. Tho i have yet too see anything beat Arc Emitter spamm. 50% get to the shield. 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. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. 1 Titan for snare aura to reduce enemy disengage. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. BB Arc emitter cloud lightning in 3. While it seems good, it's actually better to use. Which result in inability to fire those weapons. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. Basically arc does 25% damage as shields are enough. First, range. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. which of the 3 type, specifically. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. Focused Arc Emitters vs Tachyon Lance 2. Cruisers with a torpedo front, a hangar mid, and the gunship stern. Community Hub. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. E. . I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 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 need kinetics to lower shields for the nl though. - 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. Plasma is obviously an exception however- it does too little damage to shields. 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. 6, that means larger ships like battleships can only conceivably make use of hardening, as corvettes/frigates don't have enough aux slots to bother. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. ago There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic. Where do people stand on arc emitters? On paper with the average damage and the shield/armour pen they seem amazing but then you look at the damage…14 votes, 26 comments. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. If you're fighting a crisis on x10 or x25 the enemies have ridiculously high shields/armor, for example in my current game a scourge ship has 960000 armor and. A small amount of Point Defense defends against Torpedoes and. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. When stellaris was updated to 3. In singleplayer you can just mass these, the AI will never counter them. 6. Go to Stellaris r/Stellaris. 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. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Ultimately went Kinetic on Battleships and Plasma on cruisers. 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. 0) Number of years since game start is greater than 15 (×2. Why bother having shields and armour tech when a battleship can have its hull removed with one. ; About Stellaris Wiki; Mobile viewWhile the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors. 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. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. In singleplayer you can just mass these, the AI will never counter them. Also see the issue of ship. Videogames, Guides, Cheats and Codes. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. 2 days faster than the Arc. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. Ultimately went Kinetic on Battleships and Plasma on cruisers. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. 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. 25 / ×2. However. Hit multiple targets. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. Battleships will be build, but not very many. While it seems good, it's actually better to use. Just to test it and see if they do or not after playing for fun, I've used a hex editor to increase my research speed to instant and ripped. tech_arc_emitter_2. Arc Emitters in Xs. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Those low rolls are outweighed by volume of fire. Giga can spread damage to help take down shields then tachyon focus fires. fire and damage for about 40 times that your battleships should just be completely naked and equipped with only Focused Arc Emitters in X slots. Unbidden anchors provide 50% hardening to all units in the system. You'd need 20 Corvettes with x3. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. 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. The battleship equivalents seem to pack multiple arc emitters each that can one-shot your corvettes regardless of evasion thanks to their 100% accuracy and tracking. !!! This is the Stellaris 2. rarely see empire use cloud lightning as weapon. Members Online • KawaiiNyaruko . Other weapons can obviously be better depending on targets. Stellaris. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 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. 在steam中打开游戏本地文件夹. Most urgent late game problem. (×1. Example: research_technology tech_starbase_3. 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. 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. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Definitely an easy thing to test if you're curious. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. Example: I clear the Enigmatic Fortress chain and unlock the research. Subscribe to downloadExtra Ship Components 2. 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. 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. So Mega/Giga cannons are the way to go in most cases. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Its anti-hull damage is about two and a half times higher than the Arc Emitter, and its anti-armor damage is even higher than that. The 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. You just necro'd a post 18 months old. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. ago. 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. Look up their compositions, and the tips against a specific FE here. 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。. 0 unless otherwise noted. The go-to way to use Whirlwinds is part of a balanced Battleship build. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. 6. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. Arc emitter is energy weapon. ; 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. Stellaris Dev Diary #318 - Announcing Astral Planes. But arc emitter carriers slot nicely with missile cruisers. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Keep. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. 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. Otherwise 95% accuracy and 100% accuracy would be pretty similar. 1. 4, XL weapons will. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Still, in 3. Basically, if MD are bad at focusing. You want as MUCH distance as possible with as much range as possible. That said, late game going with the arc emitter front and. 0 most weapons have been re-balanced and are now viable in different situations. 2. Indeed they are bad at pretty much everything else - but that they can do good. Strikecraft are the same but also clean up small ships very effectively. 6. Still, in 3. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. This means 86% of the ships DPS is ineffective until shields are down. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. This is a searchable and complete list of Stellaris technologies and their IDs. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. What am I missing?Stellaris. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. 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. I remember a few patches ago certain weapon types weren’t affected by repeatables. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. 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。. Content is available under Attribution-ShareAlike 3. This balances them out. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. I always heard that if you put disruptors, you should only put disruptors. You should use a ton of shields yourself though because most of their weaponry is weak to shields. 4. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Numbers roughly add up. Using crystal plating to improve hull points doesn’t work enough. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. 4. g. A complete and up-to-date searchable list of all Stellaris technology IDs. 2 Ancient Nano-Missile Cloud Launcher; 4. 50% get to the shield. Arc Emitters are a situational advantage. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 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. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. 1 hull, so a weapon with lower DPS that can directly go for hull works best. The only difference was they were using Arc. Rest is carrier battleship with arc-emitter on X slot. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). A battleship has around 3000 hit points. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. Cloud Lightning is only good if you're using Arc Emitters as well. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Stellaris Dev Diary #312 - 3. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour.