Go to Stellaris r/Stellaris. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Damage on the arc emitter can be 1 to 1700. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. 6. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. – Strikecrafts damage has been reduced and speed was rolled-back. Indeed they are bad at pretty much everything else - but that they can do good. How good is a disruptor/ cloud lightning/ emitter monofleet? I know a fleet of corvette's with autocannons followed up by a fleet of BB's with energy…The only real damage they can do to you is with focused arc emitters, but it's not like they mass them enough to start melting fleets. 6. Nemesis Patch #2 Released! MrFreake_PDX. In Stellaris combat all ships are always firing but not all ships are always receiving fire A defensive computer on a ship that isn't receiving fire is a waste of that slot. For specific weapons, you can really pick your choice. Ultimately went Kinetic on Battleships and Plasma on cruisers. 4. . 解锁:在鼠标浮层中查看. 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. A battleship has around 3000 hit points. 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. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 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). All are pretty good but GC has the edge. 0. One can tailor it a bit for Prethoryn/Hidden as needed. Getting thorugh. 6. Home;. Compare with the same level weapons, it got a. e. I tend to try and make them as split and even as possible across the board. 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. Arc Emitters: tech_arc_emitter_1. And if it does happens- you have disruptors, cloud lighting and arc emitter. 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 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. 55. 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. 6+ Stellaris. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. If you aren't going long-range, use a different ship type. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Pound for pound they do more damage than Focused Arc Emitters and Cloud Lightning and have greater range, but they still have to chew through shields. Directions. Choose weapons that ignore or are more effective against the enemy’s ship design. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. 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. Computing The Computing tech tree focuses on Research, sensors and espionage. The other 86% of DPS does not penetrate shields. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. 解锁:在鼠标浮层中查看. 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. Stellaris. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. Arc emitter/ carrier core / multi missiles. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. 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. A better and stronger Arcology Project hsa. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. 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. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. Against shields ( unbidden ) mega cannons. Arc Emitters. The latter is my favorite, because they have such long range and bypass shields and armor. ; 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. 4. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. 3 Arc Emitter; 2. It can be issue when you have 3-6 battleships. Jump to latest Follow Reply. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 对该项目的细节说明请添加至相关页面. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. 0) Number of years since game start is lower than 5 (×2. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. 6. Directions. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. 3 Autocannon; 3. Stellaris. 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). VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. I use cheap modules (arc emitters, tier 1 engines, crystal platings, if I had researched auxiliary fire control I would have added it, also before end game events I use regenerating hull tissue to reduce casualties), in x1 tech/tradition I would consider using shields instead, to survive 2-3 hits from large matter disintegrator. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. Plasma is obviously an exception however- it does too little damage to shields. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Directions. You just necro'd a post 18 months old. Titan. 0) Number of years since game start is greater. ok, i'll explain it one more time: that cloud lightning weapon (medium sized) is NOT the same as the arc emitter and it's completely unrelated to the tech. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. And then the rest never appear. rarely see empire use cloud lightning as weapon. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. A complete and up-to-date searchable list of all Stellaris technology IDs. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. It is only visual bug and doesn't affect actual damage to enemies. So I’m currently fighting the Contingency, so my fleets are all specked to Arc Emitters and Cloud Lightning with some corvette fleets with Phase Disrupters. Stellaris. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Members Online. (×1. 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 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). Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. Arc Emitters are only good against the Contingency. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Tachyon Lance and Kinetic Artillery carry the day. Strikecraft are the same but also clean up small ships very effectively. Might actually be better for keeping your Battleships healthy, now that I think about it. Stellaris. Arc emitters instead of proton/neutron torps and giga cannons. Rare resource cost? neglible compared to everything else on a battleship. 2 Null Void Beam; 3 Kinetic weapons. Go to Stellaris r/Stellaris. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. ago. 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. The tachyon lance does 15. These are also easily moddable via its file, see #Tiers . What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. You can try to ambush them by jumping behind them and make their arc emitters useless but this assumes you have a great deal of damage. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. For one, I like to micro. Torpedo Corettes. Void clouds live to hang out there. man. Significant-Phase-71 • 2 yr. For specific weapons, you can really pick your choice. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I can see how the arc emitters aren't helping with defense breaking here. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. Focusing fire poorly also makes it more likely, but is bad overall. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. To quickly find a tech in this list press ctrl + f and type in the techs name. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. 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. 0 unless otherwise noted. The giga has 50% armor pen, and an extra 33% shield damage. Unbidden: Unbidden is the only time that Arc Emitters actually shine. Plasma Throwers: tech_plasma_1. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. 2. 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. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. only cost a year. Discussion Attempt to electe a battleship focus ruler. Earlier it's more important to have higher tiers of weapons than it is to have a balanced mix due to the opportunity cost of research, and engineering techs are usually more plentiful and useful than physics techs. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Not so much for PVP but for PVE. Focused arc emitter battleships with an artillery computer, titan aura buffing fire rate and a juggernaut with the range increase aura will curb stomp practically anything in the game. 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. 23 votes, 22 comments. 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. Look up their compositions, and the tips against a specific FE here. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Focused Arc Emitters and Clould Lightning is best. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. I'm a veteran of Stellaris, playing since super early days. Accepted Payments控制台( console ),是群星( Stellaris )中用于修改,调试的一个控制器。 注意,本页面中的+号大多指空格。注意想知道名称或者需要可以输入debugtooltip来实现。 注: 铁人. ago. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Directions. Most urgent late game problem. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. 64 DPS. 4 Anti-Shield. Thats is our aim. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Embarrassingly, I'm still a hefty novice when it comes to ship design. One thing I learned recently is that you only need 1 ship per fleet with. Strikecraft are the same but also clean up small ships very effectively. So on the alpha strike alone, the Carriers are killing 26 Corvettes. 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. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 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. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. And besides that a Mix of Kinetic and Energy Artillery. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. 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. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 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. Helican Jul 19, 2016 @ 9:11am. Rare resource cost? neglible compared to everything else on a battleship. Cloud Lightning is only good if you're using Arc Emitters as well. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. In EVE, for example, the projectile weapons don't use energy, at all. Arc Emitter + cloud lightning battleships, with or without PD destroyers. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Highlights include: - Psionic weapons. 3. 1 Energy Siphon; 2. 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. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. 1 Mass Driver; 3. 62 DPS per corvette with fully-upgraded weaponry. 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. Their battleships are armed with arc emitters making every fight a risk. 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. It's a very thin gaussian. Let's jump into the foundational design before I start explaining. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. They are the reason battleships are the best ship class in the game, that being said arc emitters are not good until you have a large number of repeatables (about 10 or more). 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. I guess what I am frustrated about is that Stellaris gives you many options for. Subscribe to downloadExtra Ship Components 2. Standard combo is giga cannon with neutron launchers. 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. Rare resource cost? neglible compared to everything else on a battleship. It also adds several new subtrees with technology based on crystals, psionics, gravity. 50% get to the shield. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. It's a Cruiser meta. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. 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. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. From my experience, artillery BS fleets win arc emitter fleets. Arc needs to do 13200 to kill. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. 3. Range will not be in your favor, though. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. ) Reply . Thus we can expect a Revenant to die for every 5 Arc Emitters. 3 Arc Emitter; 2. Economics is everything in stellaris if you have more ships you win. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. This is my first time I played with Stellaris, I think this is Stellaris Apocalypse, and apart from an early aborted attempt, this is my first game, so I don't know what can be. A complete and up-to-date searchable list of all Stellaris. 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. 00). But even then I will tend to go Giga if there. r/D4Druid. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Tho i have yet too see anything beat Arc Emitter spamm. You need a few from every weapon or you are handicapping yourself. 2. 例如:“异种保护区”(建筑. 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. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 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. Weapons try to maximize their damage. 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. I always heard that if you put disruptors, you should only put disruptors. 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. All 3 work fine if you massively overpower the enemy. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. This is my attempt to sort out some things and get rid of confusion. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Arc Emitters have 3 strengths: Perfect (100%) accuracy. 0. It goes double for a penetrating design, though, since Cloud Lightning is really poor (bad enough to make me wonder about using Arc Emitters with Neutron Launchers and Kinetic Artillery to leave my new starbases stronger while sacrificing less firepower) and Disruptors are absolutely useless, but Arc Emitters are good. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. A focused arc emitter + cloud lightning battleship is hitting for 150. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris. Missile, strike craft, and arc emitters all have 100% accuracy. Titan full Loadout of best Design. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. The very existence of other independent life forms is a threat to MorningLightMoun. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. If thats Contingency, just use disruptors instead. Rest is carrier battleship with arc-emitter on X slot. In playthrough #2 I'll experiment. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. The focused arc emitter does 11. 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. 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. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. 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. Those that do will use cloud lightning and arc emitters with a strike craft bay. • 4 yr. I use Arc Emitters which stack with the energy weapon damage repeatable, since it goes through shields and armor I don't really see any use for the Giga cannon and Tachyon lance. The lance does more raw damage but iirc the scourge have roughly equal hull and armor, meaning they basically take the same number of shots to kill any given scourge (lance does double damage but emitter ignores 50% hp). 8. Nah. Assuming they deal their full damage. I tend to try and make them as split and even as possible across the board. ago. In 3. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. DeanTheDull Necrophage • 2 yr. which of the 3 type, specifically. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Stellaris Dev Diary #312 - 3. 25 / ×2. Hit multiple targets. 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. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. Crystal plating perhaps but everything else is irrelevant. Not enough power for 6 shields. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. !!! This is the Stellaris 2. 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. Loadout. So that’s 2M damage per week. 44. Generally I fit my ships depending on the composition of enemy fleets. These fleets seem to be punching way above their weight. 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. Arc emitter is energy weapon. Personally, I'm not to familiar with Stellaris MODS in general, but is there a mod that adds new Titan Weapons which are upscaled versions of pre-existing technologies, like [Giga Cannon], [Tachyon Lance] [Focused Arc Emitter] and maybe X-Types and Titan Types of [Neutron Launcher]? Because, if not, that would be a great addition. 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. Arc emitters are unreliable in terms of damage, which limits their effectiveness. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. I still recommend battleships but you will suffer losses. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. In singleplayer you can just mass these, the AI will never counter them. so no reverse engineering. Arc Emitters are a situational advantage. There's even an argument for picking the lowest tier engines to save on alloys. It also seems like spinal mount carriers with arc emitters are better carriers. 1 Mass Driver; 3. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Stellaris is a. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Targetting priorities. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Arc Emitters I'm pretty sure. 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. You will be. 6 update. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. 1 Missiles; 4. . Other weapons can obviously be better depending on targets. 2) Battleships with Arc Emitters and Cloud lightings are insanely powerful (especially with AI mod - because with it AI will able to get own repeatables too and since it pen weapons will start to win over "normal" one). I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. For the record, in stellaris 2. Stellaris cheats and commands. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. 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. These cruisers went directly for the backline. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. But if you are hellbent on having your race get close without going crisis, then i suggest the following: 40% generic corvette 20% PD corvette 20% torpedo cruiser with normal missiles on S slots, and dual afterburner to get close quickly. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one. 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. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. The only difference was they were using Arc. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. This is only especially useful against fallen/awakened empiers since they invest heavily in armour and shield while having comparatively few hull points, due to the fact these weapons tend to have significantly notably worse DPS than other weapon types. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Cruisers are plain useless except for missile boats to diverse DMG output. 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.