" Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. 5 Mega Cannon; 3. Crisis fleets are not big in numbers. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. 25% instead of 50%. G spot is too hard to find on corvettes hehe. Minimum range means, that ships cannot fire too close with certain weapons. ; 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. That almost never happens. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ago. If you want to use my mods as the basis for your own, you are very welcome to do so. 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. 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. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. Simply have both fleets engage at the same time. 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. Also see the issue of ship. 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. only cost a year. 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. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. BEEIKLMRU. If you roll the unbidden, their weapons actually have the same range meaning that you could use nothing but those two weapons to obliterate everything from a distance. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. Adding hull repeatables isn't really possible, because it would. On a Kinetic Artillery Battleship, Arc Emitters consist ~14% of the DPS. Focused arc emitters and cloud lightning do wonders against them, and use some flak cannons to deal with their strike craft (or strike craft of their own). Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. Arc emitter/ carrier core / multi missiles. 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. The effect seems surprised and i feel a lot. – Strikecrafts damage has been reduced and speed was rolled-back. That leaves you with lances or arc emitters. How do you equip "arc emitters"? I saw them mentioned on this subreddit as being a good weapon, so I researched it(then a further upgrade). The focused arc emitter does 11. 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. 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. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. Most urgent late game problem. Focused Arc Emitters vs Tachyon Lance 2. tech_arc_emitter_2. FE/AE and the Contingency are the best examples for this. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Targetting priorities. The Arc emitter splits its damage up too much. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. 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. The tachyon lance does 15. 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. Logical-Table-3530 • 2 mo. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Arc emitters + neutron launchers > the rest. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. Arc Emitters: tech_arc_emitter_1. The other main weapon loadout is Neutron Launches with a Giga Cannon. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. The only time this reverses is against the Unbidden. So that makes them quite strong for sure. Nah. 解锁:在鼠标浮层中查看. 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. However, once shields are down it's the weakest of the spinal mount weapons. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. In singleplayer you can just mass these, the AI will never counter them. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 1 Missiles; 4. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. 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. 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. 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. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Fighting FE / AE is one of the best-understood military scenarios in Stellaris because it is so clear-cut: Focused Arc Emitter Battleships are the best setup to have, by a massive margin. The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the artillery combat computer, and with the war doctrine that further boosts your range. Home; Guides; Code Lists. 12000. The focused arc emitter does 11. Focused Arc Emitter in the front, a couple hangars in the core, and a couple Whirlwind Missiles in the stern should theoretically create a design that will be moving between 120 and 150 range. 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. Magyarharcos. (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. 25 / ×2. Finally, the Focused Arc Emitter is actually the strongest of the three in isolation, but its downside is that it has no good weapons to combo with; Cloud Lightning has terrible combat stats and Disruptors are even worse. Numbers roughly add up. 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. I know stellaris ship design is a lot of countering enemy ships, but in general, is having a fleet that mainly targets hull a…Stellaris. 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. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Directions. Probably artillery is better. Strikecraft are the same but also clean up small ships very effectively. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In EVE, for example, the projectile weapons don't use energy, at all. woundedspider. Range will not be in your favor, though. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. This mod also adds two new. 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. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. In stellaris 2. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. Stellaris fleet getting destroyed. man. Unbidden: Unbidden is the only time that Arc Emitters actually shine. The arc emitter is Severely underated in my opinion and will do rather well i highly recommend it and to have several tech lance battleships to deal/soften up some targets. 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. Keep. 例如:“异种. Best Auras are locating and Reduction of Disengagement chance. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. 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. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. 0. The AI likes to use point defense and smaller ships, but if there's a problem just throw more bullets (swarmer missiles and strike craft) at it. You will be. It's a Cruiser meta. 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. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. Of course when Neutrons or the other X slots are in play, sustained DPS isn't really a factor when the alpha strike is all that matters. Focused Arc Emitters and Clould Lightning is best. 1. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Stellaris technology list and IDs cheat. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. 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. I'm a veteran of Stellaris, playing since super early days. Arc Emitters are also quite OP. 3 Swarmer Missiles; 4. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. 3. Logical-Table-3530 • 2 mo. Let's jump into the foundational design before I start explaining. 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. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. Plasma Throwers: tech_plasma_1. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. Members Online • [deleted]. Depends on the enemy’s defenses. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. 1 Energy Siphon; 2. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. 1 Titan for snare aura to reduce enemy disengage. 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. So go X slot arc emitters on battleship spam, slow/downgrade your engines down as much as possible (so you get more shots off before closing the gap), and if you can, pick a fight around a neutron star to go even slower. Cloud Lightning is only good if you're using Arc Emitters as well. I'm a veteran of Stellaris, playing since super early days. Of course it also costs you the entire hangar front section. . 3. 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. To quickly find a tech in this list press ctrl + f and type in the techs name. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. When no enemy in desired range, then the ships will attempt to gain range. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. 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. Plasma is good, but it should also be paired with kinetic weapons. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. 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. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. Choose weapons that ignore or are more effective against the enemy’s ship design. Its almost like two options are interchangeable. 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. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. You should use a ton of shields yourself though because most of their weaponry is weak to shields. 6 isn't a Battleship meta. Each of the next sections, except for the few last ones, are an overview. Auto-best is not good, it frequently makes completely nonsensical design decisions. Its almost like two options are interchangeable. 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. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. For the record, in stellaris 2. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. Go to Stellaris r/Stellaris. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. Issue 2: Some ships can take the hit. 1) Cruisers are "poor man battleships" and should be avoided. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In playthrough #2 I'll experiment. Especially about the targetting AI. Indeed they are bad at pretty much everything else - but that they can do good. 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. ago. Arc Emitters really are the go-to XL in general, expect a. However. - 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. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. There is no best weapon. Ok so I will be going Arc Emitters + Phased Disruptors and Full Armor with 1 shield because I like to keep all my weapons in one tech and all of my defense in another tech for maximum repeatable technology efficiency. 4. 3 Autocannon; 3. Cruiser VS Battleship. 0) Number of years since game start is lower than 5 (×2. Depends on your other ships and weapons and what type of defense your enemy is using. 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). FAE stands for Focused Arc Emitter. Loadout. You want +5% Damage buffs more than +5% rate of fire, to a point. Definitely an easy thing to test if you're curious. Significant-Phase-71 • 2 yr. Lances decimate armour, but are hopeless against shields. Is it the Focused Arc Emitter o. 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. Check at black holes systems, especially if it has an enemy warning icon on it. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Arc Emitters are already balanced, and don't need a change. : r/Stellaris. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. ago. These are also easily moddable via its file, see #Tiers . Stellaris. - Nanite weapons and armors. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged weapon to complement everything else. So that’s 2M damage per week. Arc emitters are another option to deal with ships that have high shields and/or high armor values but mediocre hull points (like the contingency). 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. Jump to latest Follow Reply. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. 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. It’s inside the forward hard mount, then a little up. Stellaris is a. So an arc emitter can two-hit a battleship when lucky. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. 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. 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 can see how the arc emitters aren't helping with defense breaking here. Arc Emitter + Cloud Lightning is the combo. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. tech_arc_emitter_1: Arcane Deciphering. Plasma is obviously an exception however- it does too little damage to shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Look up their compositions, and the tips against a specific FE here. 3 Arc Emitter; 2. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. 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. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 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. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. They tried to borrow from EVE Online, I guess, but didn't quite finish. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. The reason may be that the unbidden fleet is spread out across a radius of close to 60. 1. Finally, the Focused Arc Emitter is actually the strongest of the three in isolation, but its downside is that it has no good weapons to combo with; Cloud Lightning has terrible combat stats and Disruptors are even worse. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. I think the meta is Giga Cannon with neutrons. 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). Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. Combining with arc emitters and/or torpedoes makes it more likely. Maybe the lack of speed boosts for kiting has been my issue. Just the same options again and again. Crystal plating perhaps but everything else is irrelevant. it is in the same category as the disruptor and the arc emitter. 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. What many forget is that damaging the hull directly reduces the attack effectiveness of the target by half of the damage taken: it's -50% effectiveness at 0 HP so -25% at half HP. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. You just necro'd a post 18 months old. 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. Ive got arc emitters on my juggernaught for example and it will happily fire them while moving away from the enemy :| That said ive also got battleships with arc emitters which do have to. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. A small amount of Point Defense defends against Torpedoes and. So you're often better off equipping just the arc. Helican Jul 19, 2016 @ 9:11am. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. 2. And no, if you make. This is my attempt to sort out some things and get rid of confusion. 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. The Arc emitter splits its damage up too much. 8. I can't find it anywhere in the. 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. Against shields ( unbidden ) mega cannons. 6 update. Plasma Accelerators: tech_plasma_2. In singleplayer you can just mass these, the AI will never counter them. Might actually be better for keeping your Battleships healthy, now that I think about it. The tachyon has 90% armor pen, and -33% shield damage. 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. One thing I learned recently is that you only need 1 ship per fleet with. I don't know what or where things went wrong, but I tried giving the new patch a chance. Life is MorningLightMountain. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Stellaris. 对该项目的细节说明请添加至相关页面. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. 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. You need to start a new game. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but doesn't mention that since 1. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 4 Anti-Shield. Cloud Lightning is only good if you're using Arc Emitters as well. Most urgent late game problem. 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 complement everything else. 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. 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. Lance, giga cannon and emitter means anyone will have a bad day. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Members Online. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 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. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. 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. Thanks. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 1 Mass Driver; 3. If thats Contingency, just use disruptors instead. Stellaris. So in ideal Gigacannon situation, Arc remains close. As soon as I get titan I am going to launch an offensive. Stellaris. Accuracy useless since arc emitter is 100%. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. 解锁:在鼠标浮层中查看. For the record, in stellaris 2. Normally that's only the fallen / awakened empires. It can be issue when you have 3-6 battleships. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. The very existence of other independent life forms is a threat to MorningLightMoun. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. Still, in 3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all.