Logical-Table-3530 • 2 mo. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. 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. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 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. It also adds several new subtrees with technology based on crystals, psionics, gravity. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. tech_arcane_deciphering: Armored. Hull is 3300. The other main weapon loadout is Neutron Launches with a Giga Cannon. 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. Strikecraft are the same but also clean up small ships very effectively. Targetting priorities. Focusing fire poorly also makes it more likely, but is bad overall. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Where's my fucking reactive armor, goddammit. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. I can't find it anywhere in the. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. 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. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. 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. Assuming they deal their full damage. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). 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. Directions. Medium disruptor has range 60 and average damage 6. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. 对该项目的细节说明请添加至相关页面. Thoughts on 3. 6, that means larger ships like battleships can only conceivably make use of hardening, as corvettes/frigates don't have enough aux slots to bother. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Helican Jul 19, 2016 @ 9:11am. FE/AE and the Contingency are the best examples for this. But this is close enough that you propably need a much longer test set to be sure. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. 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. Torpedo Corettes. As soon as I get titan I am going to launch an offensive. Against armour (scourge) Lances. 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. There's even an argument for picking the lowest tier engines to save on alloys. Arc Emitters: tech_arc_emitter_1. g. 05) and (0. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. 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. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. 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. Accuracy useless since arc emitter is 100%. Go to Stellaris r/Stellaris. Titan. 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. 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. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. That leaves you with lances or arc emitters. I can see how the arc emitters aren't helping with defense breaking here. A focused arc emitter + cloud lightning battleship is hitting for 150. Still, in 3. 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. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Currently 2 computers try to get inside the minimum range. Also, the void cloud lightning is better. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 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. 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). And besides that a Mix of Kinetic and Energy Artillery. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. In playthrough #2 I'll experiment. 1 Titan for snare aura to reduce enemy disengage. Getting thorugh. Yeah the S- or M plasma on Line Cruisers are fine. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. Prime is life. 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. You need a few from every weapon or you are handicapping yourself. Considering how much shielding the Unbidden have, and Arc Emitters ignore all armour and shields, they seem to be the go-to XL slot weapon. A battleship has around 3000 hit points. 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. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. The effect seems surprised and i feel a lot. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Auto-best is not good, it frequently makes completely nonsensical design decisions. Not so much for PVP but for PVE. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Stellaris. 25 / ×2. 2. Missile, strike craft, and arc emitters all have 100% accuracy. All 3 work fine if you massively overpower the enemy. Unbidden anchors provide 50% hardening to all units in the system. True that Stellaris previously had balance issues when a bunch of naked corvettes were stronger then "normal" fleet on same money, but it was fixed loooong time. 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. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Still, in 3. FAE stands for Focused Arc Emitter. 50% get to the shield. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. 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. Content is available under Attribution-ShareAlike 3. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. Arc Emitters have 3 strengths: Perfect (100%) accuracy. 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. Titan full Loadout of best Design. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. Helican Jul 19, 2016 @ 9:11am. So in ideal Gigacannon situation, Arc remains close. But not like the status of Arc Emitters in X slot. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. Plasma Throwers: tech_plasma_1. I don't know what or where things went wrong, but I tried giving the new patch a chance. . Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. 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. 对该项目的细节说明请添加至相关页面. 2. Is it the Focused Arc Emitter o. tech_arc_emitter_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. DeanTheDull Necrophage • 2 yr. I’ve been running some tests against 10x unbidden using a mix of 30-40 destroyers with disrupters and flak, 20ish cruisers with torpedoes, missiles and disrupters, and like 5 carrier battleships with arc emitters. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. For the record, in stellaris 2. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Range will not be in your favor, though. 50% get to the shield. 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. 例如:“异种. List of all technology ids in the game to be used with “research_technology” console command. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Damage on the arc emitter can be 1 to 1700. I. Mega Cannons+Neutron Launchers are more efficient otherwise. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. It's the difference between having +50% damage and attack speed instead of 25%. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. Void clouds live to hang out there. 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. 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. 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. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Depends on your other ships and weapons and what type of defense your enemy is using. 00). Ultimately went Kinetic on Battleships and Plasma on cruisers. Depends on the enemy’s defenses. 5 combat model. This mod also adds two new. Stellaris. Members Online • KawaiiNyaruko . I still recommend battleships but you will suffer losses. The only difference was they were using Arc. I personally feel that Neutron Launchers make a better pairing with the Focused Arc Emitter precisely for this reason, since they punish hull-heavy ships that counter the Focused Arc Emitter. For one, I like to micro. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. Basically arc does 25% damage as shields are enough. 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). . Otherwise the dps is too low in comparison to other options. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. Even without repeatables that setup should be more than enough to handle any of the crises easily. Highlights include: - Psionic weapons. Plasma is good, but it should also be paired with kinetic weapons. ago. Still, in 3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Reply Averath Platypus • Additional comment actions. Stellaris currently has no AoE of any kind, again barring the minefield aura. Arc Emitters have 3 strengths: Perfect (100%) accuracy. 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. Magyarharcos. You should use a ton of shields yourself though because most of their weaponry is weak to shields. 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. If thats Contingency, just use disruptors instead. Matter Disintegrator - A new approach. 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 you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. e. lances have much better armor penetration. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). The other 86% of DPS does not penetrate shields. 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. The reason may be that the unbidden fleet is spread out across a radius of close to 60. The Big RollerOn average every Arc Emitter does 850. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. man. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. The only difference was they were. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. 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. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. 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). Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. 50% pierce through the shield, but gets reduced by 50% of the ships armor. !!! This is the Stellaris 2. ago. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 3. I think the meta is Giga Cannon with neutrons. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. 1 Mass Driver; 3. The focused arc emitter does 11. The giga has 50% armor pen, and an extra 33% shield damage. When stellaris was updated to 3. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Contact. so no reverse engineering. The juggernaut is different because it can rotate so the arc emitters can always fire. First, range. 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. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. 对该项目的细节说明请添加至相关页面. It shoots a 30° electric arc spreading through nearby walls and between enemies. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. – X-slot weapons and L-slot long-range weapons range are reduced. 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. Stellaris fleet getting destroyed. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. Cloud Lightning is only good if you're using Arc Emitters as well. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 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. Definitely an easy thing to test if you're curious. 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. Giving up one strike craft for the arc emitter is easily worth it. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. Stellaris is a colonization game, 0 micro manage or even anything in. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. So on the alpha strike alone, the Carriers are killing 26 Corvettes. 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. 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. Stellaris Dev Diary #318 - Announcing Astral Planes. So that’s 2M damage per week. Combining with arc emitters and/or torpedoes makes it more likely. 例如:“异种. But imagine if projectile weapons in Stellaris had no power requirements at all. Choose weapons that ignore or are more effective against the enemy’s ship design. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. The giga has 50% armor pen, and an extra 33% shield damage. 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. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. You will be. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. 0) Number of years since game start is greater. It just misses an icon. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Videogames, Guides, Cheats and Codes. 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 Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. 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. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. ---This micro-mod adds Titanic Arc Emitters to the game. • 4 yr. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Nov 9, 2023Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. You losing with 1. 2 Ancient Macro Batteries; 3. ) Reply . 具体改法为(仅适用于steam正版):. Basically, have a titan with a quantum destabilizer and full of shields, cloud lightnings, and disruptors. 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. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. Arc Emitters are already balanced, and don't need a change. While it seems good, it's actually better to use. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 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). Basically shield + armor pen because FE have very high shields and armor. – Strikecrafts damage has been reduced and speed was rolled-back. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. Members Online • [deleted]. ago. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. Its almost like two options are interchangeable. Basically, if MD are bad at focusing. They tried to borrow from EVE Online, I guess, but didn't quite finish. These are energy weapons too and they completly ignore shields. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. The damage variance may seem like a turn off, but with over 100 arc emitters firing off at once at + 300% fire rate, damage variance matters little, and works wonders for fleet combat, as it doesn't matter how much armor or shield repeatable your enemies research, the only way to increase hull is with researching non repeatable techs, and. Generally I fit my ships depending on the composition of enemy fleets. Thats is our aim. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. 50% get to the shield. From my experience, artillery BS fleets win arc emitter fleets. Bates Distribution - basically, if you take a bunch of uniform random variables (which is what weapon damage rolls in stellaris are) the average value quickly concentrates to the midpoint of your uniform range. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. Rare resource cost? neglible compared to everything else on a battleship. 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. 4 Anti-Shield. 6. Cruiser VS Battleship. While it seems good, it's actually better to use. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. The end of my last game i had 550. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. For specific weapons, you can really pick your choice. 5 combat model. Synergizes well with the Carriers core. Ultimately went Kinetic on Battleships and Plasma on cruisers. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. . And then the rest never appear. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. In singleplayer you can just mass these, the AI will never counter them. 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. You either go with 4 Neutron Launchers or 4 Cloud Lightning. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Hit multiple targets. Meanwhile, the Whirlwinds and Marauders still have 45% and 40% tracking respectively, and a single volley from the Whilrwinds will kill 6 Corvettes and Marauders will kill 2. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. 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. 0) Number of years since game start is lower than 5 (×2. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). KA are long range and each 1/3 of a Gigacannon in firepower. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. . XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. rarely see empire use cloud lightning as weapon. Use arc emitters and kinetic battery. These IDs are usually used with the research_technology tech ID command. After your first fleet engages, have a second fleet of naked battleships engage. They also still lose against corvettes with similar results. I hadn't noticed it. v2. The Arc emitter splits its damage up too much. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. 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. Damage vastly outscales defense in Stellaris. 0. Damage on the arc emitter can be 1 to 1700. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. That almost never happens. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. I did some research and have arc emitters, which should be helpful. (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. Throw in a titans perdition beam and then you are having a party. Go with 3 BS variants anyway then you got all your vases covered. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. A complete and up-to-date searchable list of all Stellaris. The advantage of the Arc Emitter is a 10% higher base accuracy. Stellaris Dev Diary #312 - 3. The advantage of the Arc Emitter is a 10% higher base accuracy. I don't know what or where things went wrong, but I tried giving the new patch a chance. 4 Torpedoes; 4. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. 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. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. So that’s 2M damage per week. The only time this reverses is against the Unbidden.