arc emitter stellaris. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. arc emitter stellaris

 
These top-notch Stellaris ship designs will help you conquer your enemies and build your empirearc emitter stellaris  Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0

Let's jump into the foundational design before I start explaining. That leaves you with lances or arc emitters. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why I say it's optional. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. ) Reply . 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. Tachyon Lance and Kinetic Artillery carry the day. Amongst the battleship based weapons in vanilla Stellaria, it seems that the Arc Emitter is over powered because it completely bypasses shields and…XL arc emitter bypass all shields and all armour and phase disrupters do the same. Strikecraft are the same but also clean up small ships very effectively. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Arc emitters + cloud lightning battleships are both fun and worth it. The focused arc has 100% armor pen and 100% shield pen. 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. 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. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. 4 Anti-Shield. Plasma is good, but it should also be paired with kinetic weapons. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Prime is life. Members Online • [deleted]. 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. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. The giga has 50% armor pen, and an extra 33% shield damage. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Also see the issue of ship computer. Weapons try to maximize their damage. The giga has 50% armor pen, and an extra 33% shield damage. 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. 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. Other weapons can obviously be better depending on targets. Directions. Arc Emitters. Playing against a 25x Contingency. 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. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. So that’s 2M damage per week. • 1 yr. Logical-Table-3530 • 2 mo. FAE stands for Focused Arc Emitter. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. 5 combat model. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. The effect seems surprised and i feel a lot. Definitely an easy thing to test if you're curious. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Army doctrine was no retreat for + 33 fire rate. Contact. Crisis fleets are not big in numbers. 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. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Torpedo Corettes. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. ago. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. never combine arc with anything else that isn't disruptor. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. 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. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. 例如:“异种保护区”(建筑. Current Stellaris Ship Meta (for v3. 6 update. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 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 in Xs. 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). Very few get through as they hit 100% of the time and bypass everything. About 1. A complete and up-to-date searchable list of all Stellaris. Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. First, range. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Normally that's only the fallen / awakened empires. Not enough power for 6 shields. For one, I like to micro. 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. Focused arc emitter battleships for contingency and unbidden, tachyon lances for prethoryn, run strike craft with either with contingency and unbidden they help by ignoring shields and thus can actually aid the FAEs in doing damage and with prethoryn they help by killing enemy strike craft ( even though prethoryn strike craft are really slow. g. 5 Mega Cannon; 3. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. lances have much better armor penetration. 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. 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. Targetting priorities. Make sure you have high accuracy; aux fire control helps for this. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. Reply Averath Platypus • Additional comment actions. You want as MUCH distance as possible with as much range as possible. Arc Emitter + cloud lightning battleships, with or without PD destroyers. The other 86% of DPS does not penetrate shields. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. Thus we can expect a Revenant to die for every 5 Arc Emitters. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. 50% get to the shield. Strikecraft are the same but also clean up small ships very effectively. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Also see the issue of ship. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Crystal plating perhaps but everything else is irrelevant. They never miss and wholly bypass armour and shields. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. You can try to ambush them by jumping behind them and make their arc emitters useless but this assumes you have a great deal of damage. Pure M, two after burners, rapid deployment, artillery computer. First, range. Directions. 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. 2 Ancient Macro Batteries; 3. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. 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. How do you guys handle them?Lasers suck against shields. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. The tachyon lance does 15. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Unbidden anchors provide 50% hardening to all units in the system. 2. 1 Titan for snare aura to reduce enemy disengage. I hope to get some feedback from this great community too. Stellaris fleet getting destroyed. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. – Strikecrafts damage has been reduced and speed was rolled-back. 50% pierce through the shield, but gets reduced by 50% of the ships armor. It also seems like spinal mount carriers with arc emitters are better carriers. 55. 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. Simply have both fleets engage at the same time. . Contingency has basicaly +100% buff to almost everything (damage, health etc) and uses the following weapons: All warforms (battleships) have Focused Arc Emitter which completely ignores shield, armor and has 100% accuracy. But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes, and definitely better to use Neutron Torpedoes. If you use Arc Emitters mixed in with anything that doesn't ignore shields, you are wasting that ability entirely - as bad as mixing Torps and non-shield penetration weapons. r/D4Druid. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. 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. Of course it also costs you the entire hangar front section. In EVE, for example, the projectile weapons don't use energy, at all. And no, if you make. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. - 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. Stellaris is a colonization game, 0 micro manage or even anything in. 6. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. You need to start a new game. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It's all about using weapons that complement each other. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. A small amount of Point Defense defends against Torpedoes and. I tend to try and make them as split and even as possible across the board. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Just to test it and see if they do or not after playing for fun, I've used a hex editor to increase my research speed to instant and ripped. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). 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. Thoughts on 3. 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. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. All 3 work fine if you massively overpower the enemy. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. 23 votes, 22 comments. 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. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. Look up their compositions, and the tips against a specific FE here. 3. For the record, in stellaris 2. The go-to way to use Whirlwinds is part of a balanced Battleship build. 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. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. Arc Emitters are a situational advantage. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. 6. I've done the math and tests. Arc emitters + neutron launchers > the rest. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged weapon to complement everything else. 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. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Each of the next sections, except for the few last ones, are an overview. Hit multiple targets. 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. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Medium disruptor has range 60 and average damage 6. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Don't even research them. Arc Emitters: tech_arc_emitter_1. The damage spreading is somewhat known. )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. 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). 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. Stellaris Dev Diary #312 - 3. So my ideal fleet comp would be torpvettes and arty battleships. 例如:“异种. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 45k did it for me with nearly no losses and it was quick AF. Highlights include: - Psionic weapons. 在steam中打开游戏本地文件夹. 4 Anti-Shield. ago. Synergizes well with the Carriers core. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. 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. Finally, the Focused Arc Emitter is actually the strongest of the three in isolation, but its downside is that it has no good weapons to combo with; Cloud Lightning has terrible combat stats and Disruptors are even worse. It's the difference between having +50% damage and attack speed instead of 25%. Get the +20% range admiral. Stellaris Cheats; Technology Codes;. The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. it is in the same category as the disruptor and the arc emitter. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. 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. They've pretty effectively countered your fleet build, since the energy weapons can take down your. So that makes them quite strong for sure. 3. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Still, in 3. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty 50/50 Shields/Armor, Green components I've just added Afterburners for the speed, Artillery Computer Pure arty BB's trade nearly 1:1 with this but they don't have the versatility of Strikecraft so they get shredded by BB counters. 1. Arc emitters instead of proton/neutron torps and giga cannons. 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. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Basically shield + armor pen because FE have very high shields and armor. But I’m also lazy. If you want to use my mods as the basis for your own, you are very welcome to do so. 1. 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 emitters are unreliable in terms of damage, which limits their effectiveness. . 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. Reply. Because Disruptors are the single worst mainline weapon in the game. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. 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. Directions. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 2 Ancient Nano-Missile Cloud Launcher; 4. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. That said, late game going with the arc emitter front and. 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. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. 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. Plasma Throwers: tech_plasma_1. Damage on the arc emitter can be 1 to 1700. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 1. Arc Emitters are great if you stack a fleet with them. 2. And besides that a Mix of Kinetic and Energy Artillery. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. 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). Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. 25) Has Discovery Traditions Tradition (×0. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. For most of the crises in general what I. This balances them out. 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. 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. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. One thing I learned recently is that you only need 1 ship per fleet with. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 1 hull, so a weapon with lower DPS that can directly go for hull works best. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. But I’m also lazy. If you're going the FAE path, then you don't want Kinetic weapons at all. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. 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. Cloud Lightning is only good if you're using Arc Emitters as well. 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. Economics is everything in stellaris if you have more ships you win. 4, XL weapons will. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. 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. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. 1 Missiles; 4. Go with 3 BS variants anyway then you got all your vases covered. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. 1 Mass Driver; 3. Arc Emitters are also quite OP. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. Stellaris. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. 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. Significant-Phase-71 • 2 yr. For battleship going with focused arc emitter in the x-slot, since you will lack any hard hitter weapons it is best to just hit the hull directly with your x-slots from longer range. But imagine if projectile weapons in Stellaris had no power requirements at all. Medium disruptor has range 60 and average damage 6. 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. Use arc emitters and kinetic battery. Missile, strike craft, and arc emitters all have 100% accuracy. I think the meta is Giga Cannon with neutrons. I. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 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. Best Lategame Fleets: 20 BS with Forged Plates and Arc Emitter + 3 Lightning 4 BS only StrikeCraft+ PD and 1 Lightning 2 more BS or one Titan. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 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. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. The Big RollerOn average every Arc Emitter does 850. Unbidden: Unbidden is the only time that Arc Emitters actually shine. Arc Emitters are already balanced, and don't need a change. So you know how if you destroy the Hull you basically destroy the entire ship. InflationCold3591 • 3 mo. The Arc emitter splits its damage up too much. 05) and (0. Stellaris Dev Diary #318 - Announcing Astral Planes. In stellaris 2. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. Anti-Shield weapons have that property. Plasma Cannons: tech_plasma_3. Not so much for PVP but for PVE. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. 4. A better and stronger Arcology Project hsa. tech_arc_emitter_2. I can see how the arc emitters aren't helping with defense breaking here. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. Stellaris. Lances decimate armour, but are hopeless against shields. Void clouds live to hang out there. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. But arc emitter carriers slot nicely with missile cruisers. 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. And then the rest never appear. 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. only cost a year. Otherwise 95% accuracy and 100% accuracy would be pretty similar. Yeah the S- or M plasma on Line Cruisers are fine. Depends on the enemy’s defenses. Those low rolls are outweighed by volume of fire. Matter Disintegrator - A new approach. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. You will be. 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. The Contingency got nerfed pretty hard in 1. Top tiers should be used for the comparison - and may be, I just can’t tell as-is - so a label there would be nice, and different tier information useful for which weapons to use throughout the game. So an arc emitter can two-hit a battleship when lucky. 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). 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. It seems that arc emitters are slightly better. Home; Guides; Code Lists. 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. Basically arc does 25% damage as shields are enough. Members Online. ago. 0 most weapons have been re-balanced and are now viable in different situations. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. 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. I always heard that if you put disruptors, you should only put disruptors. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. You need a few from every weapon or you are handicapping yourself. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. • 1 yr. 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. 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. . ; 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. But this is close enough that you propably need a much longer test set to be sure. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 8. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. This mod also adds two new. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors.