Arc emitter stellaris. Focused Arc Emitter is undoubtedly the strongest one: it has a decent DPD, Superior range compared to most other weapons in the game, and its attacks always. Arc emitter stellaris

 
 Focused Arc Emitter is undoubtedly the strongest one: it has a decent DPD, Superior range compared to most other weapons in the game, and its attacks alwaysArc emitter stellaris Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society

ago. 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. BB Arc emitter cloud lightning in 3. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. I’ve had trouble in the past with their arc emitters and need a counter. KA are long range and each 1/3 of a Gigacannon in firepower. And if you are going to weild corvettes (and you should, both for the speed boost to your main fleet and as effective 'ablative armor') then they should actually be doing something. Check at black holes systems, especially if it has an enemy warning icon on it. . Directions. Matter Disintegrator - A new approach. Significant-Phase-71 • 2 yr. Arc Emitters in Xs. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. If you're going the FAE path, then you don't want Kinetic weapons at all. 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. Stellaris. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 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. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. I did some research and have arc emitters, which should be helpful. Choose weapons that ignore or are more effective against the enemy’s ship design. For specific weapons, you can really pick your choice. Arc Emitters I'm pretty sure. 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. Selenba • 3 mo. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. The Big RollerOn average every Arc Emitter does 850. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. 45k did it for me with nearly no losses and it was quick AF. 4. which of the 3 type, specifically. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Assuming they deal their full damage. In playthrough #2 I'll experiment. 2 Ancient Macro Batteries; 3. 3. Medium disruptor has range 60 and average damage 6. 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. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. ago. 6. ago. Do you think my favourite BB is any good now? I found it to work quite well, taking zero losses in most engagements, even against almost equal fleet power. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. 4. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 62 DPS per corvette with fully-upgraded weaponry. ) Reply . They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Life is MorningLightMountain. FE/AE and the Contingency are the best examples for this. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Disruptor Corvettes have absolutely garbage damage, 7. So you take a look at the x slot weapon options, glance at the stats and see that the arc emitter is a full penetration weapon, the tachyon lance is a hull shredder, and the giga cannon is a shield killer. This is my attempt to sort out some things and get rid of confusion. Home; Guides; Code Lists. woundedspider. Always go with long-ranged weapons on Battleships, it is their entire strength. But I’m also lazy. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. The focused arc has 100% armor pen and 100% shield pen. These are energy weapons too and they completly ignore shields. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. Focused Arc Emitter (energy) Kinetic Artillery (only good for facilitating energy weapons) Neutron Launcher (energy) Devastator Torpedo Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. I just have 2 or 3/4 full battleship fleets with Arc Emitter, 4 Medium disruptors, scoutcraft and either another two disruptors or 1 Cloud Lighting (if I could get voidclouds in my galaxy). 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. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. It can be issue when you have 3-6 battleships. If you think Engineering research is bloated then get a propulsion specialist if you want guns or a voidcraft specialist if you want stations and chassis, and get a couple more tech picks. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Which result in inability to fire those weapons. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. If you roll the unbidden, their weapons actually have the same range meaning that you could use nothing but those two weapons to obliterate everything from a distance. 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. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. 2. 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. Plasma Cannons: tech_plasma_3. A focused arc emitter + cloud lightning battleship is hitting for 150. Carrier battleships can counter most anything. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Range will not be in your favor, though. Stellaris technology list and IDs cheat. But arc emitter carriers slot nicely with missile cruisers. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). 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. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. 4, XL weapons will. Throw in a titans perdition beam and then you are having a party. 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. Logical-Table-3530 • 2 mo. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. Issue 2: Some ships can take the hit. 3 Swarmer Missiles; 4. While it seems good, it's actually better to use. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Army doctrine was no retreat for + 33 fire rate. So you're often better off equipping just the arc. InflationCold3591 • 3 mo. 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. Generally I fit my ships depending on the composition of enemy fleets. lances have much better armor penetration. 50% get to the shield. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. – Strikecrafts damage has been reduced and speed was rolled-back. 64 DPS. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Best Auras are locating and Reduction of Disengagement chance. Stellaris is a. You need to start a new game. Compare with the same level weapons, it got a. I remember a few patches ago certain weapon types weren’t affected by repeatables. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. The Meta Artillery Battleship™ is Giga Cannon + Neutron Launchers (although an argument can be made for 3 Neutron + 1 Kinetic), with the Carrier variant replacing the middle section with Carrier and taking Arc Emitter (you can skip small slots and PD, they will do nothing unless you’ve let the enemy get into melee range). 3. Their damage is. To my knowledge you can't arm corvettes with torpedos without nodding. The advantage of the Arc Emitter is a 10% higher base accuracy. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. 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. 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. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. If you want to use my mods as the basis for your own, you are very welcome to do so. Each of the next sections, except for the few last ones, are an overview. Combining with arc emitters and/or torpedoes makes it more likely. The reason may be that the unbidden fleet is spread out across a radius of close to 60. 6 update. 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). 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). 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. Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. 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. 解锁:在鼠标浮层中查看. tech_arcane_deciphering: Armored. Especially in the early game your enemies will be mostly hull, or at least a pretty balanced mix of hull / shields / armor; in this case the pure hull weapons aren't all that. The juggernaut is different because it can rotate so the arc emitters can always fire. 1 version of this mod !!! The aim of this mod is to expand upon the vanilla technology tree of Stellaris with new tiers of weapons, shields, reactors, armor and thrusters. Arc Emitter + cloud lightning battleships, with or without PD destroyers. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. Content is available under Attribution-ShareAlike 3. You'd need 20 Corvettes with x3. Particles The Particles tech tree focuses on lasers, reactors and FTL. FAE stands for Focused Arc Emitter. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. 1 Mass Driver; 3. 1 Energy Siphon; 2. It seems that arc emitters are slightly better. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 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. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. 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. Interact with diverse alien races, discover strange. 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. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. How do you guys handle them?Lasers suck against shields. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. Focused Arc Emitter is undoubtedly the strongest one: it has a decent DPD, Superior range compared to most other weapons in the game, and its attacks always. I've done the math and tests. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. It also adds several new subtrees with technology based on crystals, psionics, gravity. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. 0 most weapons have been re-balanced and are now viable in different situations. That said, late game going with the arc emitter front and. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. I hope to get some feedback from this great community too. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 8. FAE stands for Focused Arc Emitter. The only time this reverses is against the Unbidden. This mod also adds two new. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. 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,. Stellaris Dev Diary #312 - 3. 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. It is only visual bug and doesn't affect actual damage to enemies. 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. Arc Emitters: tech_arc_emitter_1. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. Just the same options again and again. 0 unless otherwise noted. You want as MUCH distance as possible with as much range as possible. The Contingency got nerfed pretty hard in 1. . 2. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Stellaris. Most urgent late game problem. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. Because Disruptors are the single worst mainline weapon in the game. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. 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. Go to Stellaris r/Stellaris. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Currently 2 computers try to get inside the minimum range. Mega Cannons+Neutron Launchers are more efficient otherwise. Plasma Throwers: tech_plasma_1. Of course when Neutrons or the other X slots are in play, sustained DPS isn't really a factor when the alpha strike is all that matters. Giving up one strike craft for the arc emitter is easily worth it. )Use a few carrier battleships with Focused Arc emitters and swarmer missiles, swarmer missile destroyers, and a sizable group of either corvettes/frigates and you'll be good to go. Normally that's only the fallen / awakened empires. 1. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 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. One thing I learned recently is that you only need 1 ship per fleet with. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Look up their compositions, and the tips against a specific FE here. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. Stellaris cheats and commands. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. The Arc emitter splits its damage up too much. 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. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. BEEIKLMRU. 1 Missiles; 4. These IDs are usually used with the research_technology tech ID command. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. 25 / ×2. Numbers roughly add up. 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. Arc emitters instead of proton/neutron torps and giga cannons. It just misses an icon. In stellaris 2. 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. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 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. Anti-Shield weapons have that property. 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. • 1 yr. Jun 28, 2022. 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。. Targetting priorities. - Nanite weapons and armors. 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. Stellaris. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. Against fallen empires I often go for an Arc emitter build. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The damage spreading is somewhat known. For specific weapons, you can really pick your choice. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. Tier 0 is used for starting technologies. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. - Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies. And besides that a Mix of Kinetic and Energy Artillery. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. 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. Usually you'll get better results. Proton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. 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. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. What am I missing?Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Not so much for PVP but for PVE. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Reply ironsasquash. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. Definitely an easy thing to test if you're curious. Magyarharcos. Use the torpedo computer, and fill up free slots with missiles. Economics is everything in stellaris if you have more ships you win. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. A complete and up-to-date searchable list of all Stellaris. Against armour (scourge) Lances. Stellaris. Arc emitters + neutron launchers > the rest. 解锁:在鼠标浮层中查看. Not enough power for 6 shields. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. Go to Stellaris r/Stellaris. Thats is our aim. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 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. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. The Low roll damage for a Lance is an Average roll for the Arc, even of rate of fire is countering consecutive low rolls you're better off damage wise with. . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Probably artillery is better. 05) and (0. Go to Stellaris r/Stellaris. Cruisers with a torpedo front, a hangar mid, and the gunship stern. Numbers roughly add up. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. 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 go-to way to use Whirlwinds is part of a balanced Battleship build. Maybe the lack of speed boosts for kiting has been my issue. I always heard that if you put disruptors, you should only put disruptors. One mechanic in favor of bypass weapons is that ships lose 1% fire rate for every 2% hull lost, thus an alpha strike from Arc Emitters can reduce sustained damage from enemy fleets. This is a searchable and complete list of Stellaris technologies and their IDs. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Members Online. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. 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. Medium disruptor has range 60 and average damage 6. Synergizes well with the Carriers core. 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. ; 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. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. The 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. Members Online • KawaiiNyaruko . So my ideal fleet comp would be torpvettes and arty battleships. 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. Lance, giga cannon and emitter means anyone will have a bad day. The battleship equivalents seem to pack multiple arc emitters each that can one-shot your corvettes regardless of evasion thanks to their 100% accuracy and tracking. No arc emitters or cloud lightning, just kinetic and non. 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. 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). They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. 1 Mass Driver; 3. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. One can tailor it a bit for Prethoryn/Hidden as needed. Damage on the arc emitter can be 1 to 1700. 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. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. 1 Titan for snare aura to reduce enemy disengage. Prethoryn have shield pen so stack up more on armor and also they lack shielding so go for energy weapons mainly (don’t bother with Kinetic). Home;. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. So in ideal Gigacannon situation, Arc remains close. 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. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. ago. Pick +20% range computers.