Stellaris currently has no AoE of any kind, again barring the minefield aura. 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. For battleship going with focused arc emitter in the x-slot, since you will lack any hard hitter weapons it is best to just hit the hull directly with your x-slots from longer range. Otherwise the dps is too low in comparison to other options. Even corvette swarms will faulter against them, as the battleships have such a range advantage that the arc emitters bring down such a large portion of the swarm. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. This mod also adds two new. 5 combat model. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Just make sure ur using arc emitters for battleships and maximized the ship weapon range, that will be the most effective way for fighting crisis. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. List of all technology ids in the game to be used with “research_technology” console command. Stellaris. Cruisers with a torpedo front, a hangar mid, and the gunship stern. Arc Emitters are also quite OP. 2 days faster than the Arc. Playing against a 25x Contingency. Arc Emitter + Cloud Lightning is the combo. 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 very existence of other independent life forms is a threat to MorningLightMoun. You want +5% Damage buffs more than +5% rate of fire, to a point. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. (battleship/cruiser with gigacannon and arc emitter) and fodder arm (corvettes with swarm combat computer) Keep all Star bases at chokepoints upgraded and armed to the teeth, build missile defense platforms or, even better, strike craft platforms because as I’ve said before THEYRE THE HOT THING right now. A focused arc emitter + cloud lightning battleship is hitting for 150. So the battleships and cruisers try to maintain permanent 100 range while firing. 2. The tachyon lance does 15. If they have crystal infused plating and lots of hull points then I will use Giga Cannons, otherwise it is Arc Emitters all the way, especially if the enemy is. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. Definitely an easy thing to test if you're curious. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. Maybe the lack of speed boosts for kiting has been my issue. Gigacannon needs to do 12600 to kill. I remember a few patches ago certain weapon types weren’t affected by repeatables. Targetting priorities. ago. Reply ironsasquash. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Those that do will use cloud lightning and arc emitters with a strike craft bay. It's the difference between having +50% damage and attack speed instead of 25%. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Stellaris technology list and IDs cheat. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. 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. 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. Directions. 1. You wanna destroy them before they can even close in. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. 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. You will be. you need kinetics to lower shields for the nl though. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. 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. The Big RollerOn average every Arc Emitter does 850. 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). 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). Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Subscribe to downloadExtra Ship Components 2. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. 在这个文件夹中找到两个能够使用Excel打开的文件,一个是ODS文件,一个是CSV文件,ODS文件是打开后不会乱码十分整齐的文件. Proton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. Current Stellaris Ship Meta (for v3. • 1 yr. References External link: Stellaris Tech Tree (Vanilla) Arc 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 don't. Do that and then ONLY arc emitters will be viable as armor and shields are already repeatable, if hull becomes repeatable only weapons that go directly to the hull. 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. 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. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. In playthrough #2 I'll experiment. In stellaris 2. Selenba • 3 mo. I think the meta is Giga Cannon with neutrons. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. BEEIKLMRU. So the battleships and cruisers try to maintain permanent 100 range while firing. What is everyone's favorite version of Doomstacks? Mine is a few titains, a lot of battleships and the rest cruisers all with…Is there any way to remove arc emitters from use? My latest game has just turned into a match of whose X Arc emitter armed ships can destroy the opposing first which is pretty dull, i want to see my big ships dukeing it out with the enemies. ; 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. In a space storm, Tachyon Lance just murders things. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. 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. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. Use the torpedo computer, and fill up free slots with missiles. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Logical-Table-3530 • 2 mo. 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. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. You want as MUCH distance as possible with as much range as possible. Stellaris. 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. Stellaris cheats and commands. Arc emitter/ carrier core / multi missiles. Check at black holes systems, especially if it has an enemy warning icon on it. XL weapons target large ships first and large ships have lots of armor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 具体改法为(仅适用于steam正版):. And the damage buff of weapon type, should be multiplying. 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. Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. 50% pierce through the shield, but gets reduced by 50% of the ships armor. They tried to borrow from EVE Online, I guess, but didn't quite finish. 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. Weapons try to maximize their damage. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. 3 Arc Emitter; 2. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Helican Jul 19, 2016 @ 9:11am. Contingency has basicaly +100% buff to almost everything (damage, health etc) and uses the following weapons: All warforms (battleships) have Focused Arc Emitter which completely ignores shield, armor and has 100% accuracy. So an arc emitter can two-hit a battleship when lucky. One mechanic in favor of bypass weapons is that ships lose 1% fire rate for every 2% hull lost, thus an alpha strike from Arc Emitters can reduce sustained damage from enemy fleets. 5 Mega Cannon; 3. 2 Ancient Macro Batteries; 3. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Arc emitters + neutron launchers > the rest. 3. 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. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the. 2 since they lost their Arc Emitters for Tachyon Lances. 4. 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. They never miss and wholly bypass armour and shields. Arc emitters + cloud lightning battleships are both fun and worth it. Nah. 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. These IDs are usually used with the research_technology tech ID command. 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. 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. BB Arc emitter cloud lightning in 3. Stellaris Dev Diary #312 - 3. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 6. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Directions. Yeah the S- or M plasma on Line Cruisers are fine. 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. Strikecraft are the same but also clean up small ships very effectively. 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. 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). That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. 0. So an arc emitter can two-hit a battleship when lucky. 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. And besides that a Mix of Kinetic and Energy Artillery. 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. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 8* 한국어 패치 및 설명. • 1 yr. Numbers roughly add up. Basically, if MD are bad at focusing. @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. 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. The only difference was they were. - 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. Just focus on Battleships with: full shields (their only weapons are energy based, and your strike crafts+point defense should easily neutralize theirs), cloud lightning/arc emitters (they have strong shields/armor but weak hull), point defense and strike crafts to neutralize theirs as already stated. They've pretty effectively countered your fleet build, since the energy weapons can take down your. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. Unbidden: Unbidden is the only time that Arc Emitters actually shine. 0) Number of years since game start is lower than 5 (×2. Best weapon for the Prethoryn: definitely. Make sure you have high accuracy; aux fire control helps for this. Their battleships are armed with arc emitters making every fight a risk. 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. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Cloud Lightning; Giga Cannon vs Kinetic Artillery). 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. Stacking more shields over shield capacitor in accessory slot gives more shield value. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. Logical-Table-3530 • 2 mo. Rare resource cost? neglible compared to everything else on a battleship. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. I always heard that if you put disruptors, you should only put disruptors. The cost per point of HP is just so garbage for armor, and armor does not regenerate. 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. 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. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. I guess what I am frustrated about is that Stellaris gives you many options for. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. Choose weapons that ignore or are more effective against the enemy’s ship design. 3. – Strikecrafts damage has been reduced and speed was rolled-back. These cruisers went directly for the backline. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. tech_arc_emitter_1: Arcane Deciphering. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. But imagine if projectile weapons in Stellaris had no power requirements at all. . But this is close enough that you propably need a much longer test set to be sure. 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. Contact. Members Online. 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. e. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris. Plasma is good, but it should also be paired with kinetic weapons. That almost never happens. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Basically arc does 25% damage as shields are enough. 2. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Content is available under Attribution-ShareAlike 3. 5 combat model. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. Giga Launcher + Kinetic Artillery is also a good alternative to rip through their shields, or maybe even missiles given that they have shield penetration, but those require another set of repeatables. 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. Directions. Also see the issue of ship computer. Depends on the enemy’s defenses. I have. Why bother having shields and armour tech when a battleship can have its hull removed with one. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Void clouds live to hang out there. 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. So that’s 2M damage per week. One thing I learned recently is that you only need 1 ship per fleet with. 0 unless otherwise noted. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Medium disruptor has range 60 and average damage 6. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Arc Emitters have a base cooldown of 10 days, the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 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. Giving up one strike craft for the arc emitter is easily worth it. 64 DPS. So you know how if you destroy the Hull you basically destroy the entire ship. The Arc emitter splits its damage up too much. Reply. • 4 yr. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. FAE stands for Focused Arc Emitter. Arc Emitters and Repeatable Hull Point research. 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. v2. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. 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. This is the easiest way to use the guide in game, especially if you don't really plan ahead. Indeed they are bad at pretty much everything else - but that they can do good. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 4. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. So that makes them quite strong for sure. Torpedo Corettes. Stellaris is a. It can be issue when you have 3-6 battleships. Giga cannons do not do the job like arc emitters and cloud lighting is too short. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Crystal plating perhaps but everything else is irrelevant. One can tailor it a bit for Prethoryn/Hidden as needed. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. 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。. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. It just misses an icon. 0) Number of years since game start is greater than 15 (×2. Arc Emitters. Against shields ( unbidden ) mega cannons. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. 5 damage per shot while completely ignoring shields and armor. Stellaris. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 3 Autocannon; 3. 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. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. FAE stands for Focused Arc Emitter. But even then I will tend to go Giga if there. Most urgent late game problem. 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. Focused Arc Emitters and Clould Lightning is best. 5 times the fleet power does not suprise. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. The effect seems surprised and i feel a lot. Go to Stellaris r/Stellaris. 6. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. It also seems like spinal mount carriers with arc emitters are better carriers. (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. Tachyons are good overall, especially against armour. Significant-Phase-71 • 2 yr. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Still, in 3. 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. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. The other 86% of DPS does not penetrate shields. Edited to clearfy what i mean is i read that a battleship buld with just one arc emitter nothing else no upgrades no shields one regen hull if you have the tech and just basic {FTL,. Arc Emitters: tech_arc_emitter_1. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. However, once shields are down it's the weakest of the spinal mount weapons. Example: research_technology tech_starbase_3. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. 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. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. Not sure which. For the record, in stellaris 2. and whirlwind missles before battleships, are on the field, dont use frigattes, and before carriers are getting spammed, you need no pointdefence, dont mix penetration weapons with nonpenetration. 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. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. ; 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. ---This micro-mod adds Titanic Arc Emitters to the game. This balances them out. Cloud Lightning is only good if you're using Arc Emitters as well. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. Matter Disintegrator - A new approach. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. Those low rolls are outweighed by volume of fire. 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. Life is MorningLightMountain. Embarrassingly, I'm still a hefty novice when it comes to ship design. 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. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Hit multiple targets. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. 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. The Arc emitter splits its damage up too much. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. . 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. 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. You should use a ton of shields yourself though because most of their weaponry is weak to shields. Arc Emitters are a situational advantage. Other weapons can obviously be better depending on targets. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. 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. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. This page was last edited on 14 October 2017, at 11:50. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Plasma Accelerators: tech_plasma_2. Then roll them up with your own arc emitter battleships, preferably from behind their battlecruisers. When stellaris was updated to 3. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. 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. After your first fleet engages, have a second fleet of naked battleships engage. tech_arc_emitter_2. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. Look up their compositions, and the tips against a specific FE here.