Arc emitter stellaris. Arc Emitters really are the go-to XL in general, expect a. Arc emitter stellaris

 
 Arc Emitters really are the go-to XL in general, expect aArc emitter stellaris @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

I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. I don't know what or where things went wrong, but I tried giving the new patch a chance. This mod also adds two new technologies to the. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. Best weapon for the Prethoryn: definitely. Cruisers with a torpedo front, a hangar mid, and the gunship stern. 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. 3. ---This micro-mod adds Titanic Arc Emitters to the game. if the enemy is strong just check their composition and counter. only cost a year. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. I can't find it anywhere in the. rarely see empire use cloud lightning as weapon. Which result in inability to fire those weapons. Ennemy does not increase its hull over tech, loadout or time. Cloud Lightning is only good if you're using Arc Emitters as well. Basically, have a titan with a quantum destabilizer and full of shields, cloud lightnings, and disruptors. Giving up one strike craft for the arc emitter is easily worth it. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Tachyon Lance and Kinetic Artillery carry the day. Arc emitter is energy weapon. 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). 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,. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. r/Stellaris. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Still, in 3. Stellaris. This mod also adds two new. Nemesis Patch #2 Released! MrFreake_PDX. Arc Emitters are good, the problem is that cloud lightning is horrible (It have half the range of Kinetic Artillery) and if you want to use Arc Emitters you dont want neutrons and kinetic artillery. 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。. Tho i have yet too see anything beat Arc Emitter spamm. . I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. 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. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. ago. Strikecraft are the same but also clean up small ships very effectively. The advantage of the Arc Emitter is a 10% higher base accuracy. Thus we can expect a Revenant to die for every 5 Arc Emitters. 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. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. 6, that means larger ships like battleships can only conceivably make use of hardening, as corvettes/frigates don't have enough aux slots to bother. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. 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. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. That said, late game going with the arc emitter front and. Arc Emitters are great if you stack a fleet with them. – Strikecrafts damage has been reduced and speed was rolled-back. Frigates are only really good as stealth ambush ships, and in any other role are just worse versions of Cruisers, and Destroyers are really only good as. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. 2 days faster than the Arc. 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. 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. 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 all of your battleships L-slots can't bypass shields you are losing way too much damage overall. A better and stronger Arcology Project hsa. 1. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. Not sure which. Stellaris is a. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. After your first fleet engages, have a second fleet of naked battleships engage. 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. 6 I find that normal torpedo cruiser fleets to counter large ships and battleships fitted with arc emitters, hangar bodies and whirlwind missiles to kill everything else works great. Its anti-hull damage is about two and a half times higher than the Arc Emitter, and its anti-armor damage is even higher than that. Otherwise the dps is too low in comparison to other options. 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. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. ( stellaris noob) i dont have dlc so idk if that contributes Most of what I do doesn't striclty require a DLC. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 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. 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. Tachyons are good overall, especially against armour. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . When no enemy in desired range, then the ships will attempt to gain range. 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. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. The focused arc emitter does 11. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. tech_arc_emitter_2. Their battleships are armed with arc emitters making every fight a risk. Unbidden anchors provide 50% hardening to all units in the system. Go to Stellaris r/Stellaris. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. ago. 3 Arc Emitter; 2. 0) Number of years since game start is greater than 15 (×2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Thanks. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Crisis need rework. 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. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. 1. Mega Cannons+Neutron Launchers are more efficient otherwise. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Best Auras are locating and Reduction of Disengagement chance. Arc Emitters are indeed designed to counter corvettes. 5 damage per shot while completely ignoring shields and armor. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. You want as MUCH distance as possible with as much range as possible. 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. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. But even then I will tend to go Giga if there. Missile, strike craft, and arc emitters all have 100% accuracy. 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. ago. 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. Reply. 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. It also adds several new subtrees with technology based on crystals, psionics, gravity. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. Those that do will use cloud lightning and arc emitters with a strike craft bay. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. . For the record, in stellaris 2. Stellaris. 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. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. The very existence of other independent life forms is a threat to MorningLightMoun. Embarrassingly, I'm still a hefty novice when it comes to ship design. So my ideal fleet comp would be torpvettes and arty battleships. It shoots a 30° electric arc spreading through nearby walls and between enemies. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. 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. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. Focusing fire poorly also makes it more likely, but is bad overall. • 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. Weapons try to maximize their damage. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. Of course it also costs you the entire hangar front section. Always go with long-ranged weapons on Battleships, it is their entire strength. Giga cannons do not do the job like arc emitters and cloud lighting is too short. So that’s 2M damage per week. 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. Members Online • [deleted]. 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. 0 unless otherwise noted. Logical-Table-3530 • 2 mo. 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 damage spreading is somewhat known. And then the rest never appear. So the battleships and cruisers try to maintain permanent 100 range while firing. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. 6. The Arc emitter splits its damage up too much. 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. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. This means a specialised build, either to ignore shield and armour entirely and use disruptors/arc emitters (with some point defence mixed in to counter enemy fighters. 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. 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. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. The tachyon has 90% armor pen, and -33% shield damage. (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. that weapon requires plasma weapons to research. Open console by pressing ~ and enter “research_technology (technology_id_here)”. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Issue 2: Some ships can take the hit. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 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. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. It's a very thin gaussian. 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). Stellaris cheats and commands. 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. Go to Stellaris r/Stellaris. Just the same options again and again. 6. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). All 3 work fine if you massively overpower the enemy. Slaanesh-Sama • 4 yr. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. I must add, lances at hitscan, meaning as soon as they fire they touch the enemy, same for arc emitters, but mega cannons are not, they have travel. These cruisers went directly for the backline. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. However, once shields are down it's the weakest of the spinal mount weapons. 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. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Directions. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). InflationCold3591 • 3 mo. Weapons try to maximize their damage. However, this build has the. 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. 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). But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Logical-Table-3530 • 2 mo. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. Arc Emitters really are the go-to XL in general, expect a. Where's my fucking reactive armor, goddammit. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Its almost like two options are interchangeable. Assuming they deal their full damage. • 1 yr. Giga can spread damage to help take down shields then tachyon focus fires. You want +5% Damage buffs more than +5% rate of fire, to a point. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Might actually be better for keeping your Battleships healthy, now that I think about it. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Community Hub. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. I'm a veteran of Stellaris, playing since super early days. Stellaris Dev Diary #312 - 3. If thats Contingency, just use disruptors instead. I. Depends on your other ships and weapons and what type of defense your enemy is using. FAE stands for Focused Arc Emitter. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. Arc Emitter damage is very unreliable, their possible damage range is huge, from almost no damage to decent, you don't know what you are going to get per shot. 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. So that makes them quite strong for sure. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). Selenba • 3 mo. The only difference was they were. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. 3. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. 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. Targetting priorities. All are pretty good but GC has the edge. Definitely an easy thing to test if you're curious. Go to Stellaris r/Stellaris. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. 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. They've pretty effectively countered your fleet build, since the energy weapons can take down your. 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. Stellaris. Not so much for PVP but for PVE. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. Standard combo is giga cannon with neutron launchers. 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. ; 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. Go to Stellaris r/Stellaris. This page was last edited on 14 October 2017, at 11:50. I’ve had trouble in the past with their arc emitters and need a counter. Basically arc does 25% damage as shields are enough. On a Kinetic Artillery Battleship, Arc Emitters consist ~14% of the DPS. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. 64 DPS. 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. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. ago. ago. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. 2. 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. 1 Mass Driver; 3. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. 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. 2. Crystal plating perhaps but everything else is irrelevant. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. You just necro'd a post 18 months old. Stellaris technology list and IDs cheat. 50% get to the shield. 0) Number of years since game start is lower than 5 (×2. But I’m also lazy. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. Use the torpedo computer, and fill up free slots with missiles. The other 86% of DPS does not penetrate shields. 4. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. While it seems good, it's actually better to use. 6. These are also easily moddable via its file, see #Tiers . 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. Accuracy useless since arc emitter is 100%. 4. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. 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. . However, once shields are down it's the weakest of the spinal mount weapons. Cloud Lightning is only good if you're using Arc Emitters as well. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. They never miss and wholly bypass armour and shields. Make sure you have high accuracy; aux fire control helps for this. 4. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A focused arc emitter + cloud lightning battleship is hitting for 150. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. How do you guys handle them?Lasers suck against shields. But this is close enough that you propably need a much longer test set to be sure. 2x Hangar module starport are superb value in the early-game, 3x Hangar/1x shipyard starholds stay relevant for quite some time and can provide a superb staging base for your fleets (seriously, make sure you include that shipyard, your fleets repair basically instantly at a starbase with a shipyard and it's well worth the inclusion). 对该项目的细节说明请添加至相关页面. It's a Cruiser meta. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 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. 50% pierce through the shield, but gets reduced by 50% of the ships armor. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. 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. Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets stomped. 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. In playthrough #2 I'll experiment. 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. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. Nah. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. So Mega/Giga cannons are the way to go in most cases. 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. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. Ultimately went Kinetic on Battleships and Plasma on cruisers. So you're often better off equipping just the arc. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. 例如:“异种. Arc Emitters: tech_arc_emitter_1. I remember a few patches ago certain weapon types weren’t affected by repeatables. 45k did it for me with nearly no losses and it was quick AF. XL weapons target large ships first and large ships have lots of armor. 具体改法为(仅适用于steam正版):. 3. 44. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. 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. Gigacannon needs to do 12600 to kill. Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 3. 2 since they lost their Arc Emitters for Tachyon Lances. Arc Emitters are already balanced, and don't need a change. 62 DPS per corvette with fully-upgraded weaponry. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. The alternative weapons are redundant and inferior in comparison as kinetic artillery and tachyon lances are both low in stats and bad against shields respectively. 0 most weapons have been re-balanced and are now viable in different situations. The Big RollerOn average every Arc Emitter does 850. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. In singleplayer you can just mass these, the AI will never counter them. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Lances decimate armour, but are hopeless against shields. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. Armor if you don't know what you're up against or don't really care (generally stronger then shields), shields if you know it'll counter the enemy (Unbidden/Contingency). Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. There is no best weapon. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Lances are countered with shields, which makes them suboptimal in the start of the battle. The only difference was they were using Arc. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Indeed they are bad at pretty much everything else - but that they can do good. Using crystal plating to improve hull points doesn’t work enough. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. Numbers roughly add up. Is it the Focused Arc Emitter o. Throw in a titans perdition beam and then you are having a party. 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. 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. What am I missing?Stellaris. 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 ab. 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. Arc Emitter + cloud lightning battleships, with or without PD destroyers. However. 25 / ×2. Arc emitters instead of proton/neutron torps and giga cannons. Directions. They tend to fall off a bit late game once repeatables have gone on for awhile and people are running arc emitters that are wiping out enemy fleets before strike craft can get into range. . What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. 4. 6+ Stellaris. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. 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. You losing with 1. 6 update.