arc emitter stellaris. Contact. arc emitter stellaris

 
Contactarc emitter stellaris  That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets

Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters 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. - My plan is to completely bypass their shields and armor with my Battleships and then deflecting their torpedoes and Strike Craft with PD and Flak picket. Arc Emitters are also quite OP. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. 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. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. Go with 3 BS variants anyway then you got all your vases covered. So go X slot arc emitters on battleship spam, slow/downgrade your engines down as much as possible (so you get more shots off before closing the gap), and if you can, pick a fight around a neutron star to go even slower. 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. Helican Jul 19, 2016 @ 9:11am. Tachyon lance is close enough. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Cloud Lightning is only good if you're using Arc Emitters as well. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. 55. There's even an argument for picking the lowest tier engines to save on alloys. Yeah the S- or M plasma on Line Cruisers are fine. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. 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. Definitely an easy thing to test if you're curious. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 5 times the fleet power does not suprise. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. Arc emitter/ carrier core / multi missiles. 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. In a space storm, Tachyon Lance just murders things. They've pretty effectively countered your fleet build, since the energy weapons can take down your. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. 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. Also see the issue of ship. 6 I find that normal torpedo cruiser fleets to counter large ships and battleships fitted with arc emitters, hangar bodies and whirlwind missiles to kill everything else works great. 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. . With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. The latter is my favorite, because they have such long range and bypass shields and armor. 4. . Make sure you have high accuracy; aux fire control helps for this. 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). KA are long range and each 1/3 of a Gigacannon in firepower. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. The downside is this is considered late game, because you must research Gamma Lasers to unlock Disruptors, then research all disruptor tech to unlock Arc. Numbers roughly add up. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Even corvette swarms will faulter against them, as the battleships have such a range advantage that the arc emitters bring down such a large portion of the swarm. Especially about the targetting AI. Do that and then ONLY arc emitters will be viable as armor and shields are already repeatable, if hull becomes repeatable only weapons that go directly to the hull. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. I can see how the arc emitters aren't helping with defense breaking here. Stellaris. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. 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). woundedspider. Stellaris. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. You need a few from every weapon or you are handicapping yourself. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. 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. : r/Stellaris. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. Arc Emitters are already balanced, and don't need a change. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Directions. Members Online • [deleted]. The giga has 50% armor pen, and an extra 33% shield damage. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. Tachyon Lance and Kinetic Artillery carry the day. - Biological weapons and armors. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. 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. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. For one, I like to micro. 00). Battleships will be build, but not very many. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. What am I missing?Stellaris. I. Example: I clear the Enigmatic Fortress chain and unlock the research. 6 Ancient Saturator Artillery; 4 Explosive weapons. These fleets seem to be punching way above their weight. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. For most of the crises in general what I. Go to Stellaris r/Stellaris. Tachyon Lances:The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. Lances decimate armour, but are hopeless against shields. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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. 3 Swarmer Missiles; 4. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). For the record, in stellaris 2. only cost a year. 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. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. Arc emitters are unreliable in terms of damage, which limits their effectiveness. 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. Compare with the same level weapons, it got a. 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. 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. Adding hull repeatables isn't really possible, because it would. 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. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. 3. If thats Contingency, just use disruptors instead. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. You'd need 20 Corvettes with x3. Auto-best is not good, it frequently makes completely nonsensical design decisions. I can see how the arc emitters aren't helping with defense breaking here. Cloud Lightning; Giga Cannon vs Kinetic Artillery). 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. 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. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. )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. However, Stellaris does not show this enough, even that many grand urban or city planets have become relics world in history —— but later generations will remember their lessons. The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. 4 Torpedoes; 4. 0) Number of years since game start is greater than 15 (×2. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. I'm a veteran of Stellaris, playing since super early days. Now im not a pro Stellaris gamer by any means so I figured id ask on the forums abit to see what is meta in the game. - Nanite weapons and armors. 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. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. Content is available under Attribution-ShareAlike 3. 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. Most urgent late game problem. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. Tachyons are good overall, especially against armour. Medium disruptor has range 60 and average damage 6. Because Disruptors are the single worst mainline weapon in the game. So you're often better off equipping just the arc. Jump to latest Follow Reply. Prime is life. 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). Those that do will use cloud lightning and arc emitters with a strike craft bay. Tier 0 is used for starting technologies. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). The alternative weapons are redundant and inferior in comparison as kinetic artillery and tachyon lances are both low in stats and bad against shields respectively. 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. 6 update. Giga can spread damage to help take down shields then tachyon focus fires. 23 votes, 22 comments. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. 例如:“异种. 6 update. 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. Interact with diverse alien races, discover strange. 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. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. 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. Ive got arc emitters on my juggernaught for example and it will happily fire them while moving away from the enemy :| That said ive also got battleships with arc emitters which do have to. 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. 对该项目的细节说明请添加至相关页面. Accuracy useless since arc emitter is 100%. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 例如:“异种保护区”(建筑. Choose weapons that ignore or are more effective against the enemy’s ship design. 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). Depends on your other ships and weapons and what type of defense your enemy is using. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. It goes double for a penetrating design, though, since Cloud Lightning is really poor (bad enough to make me wonder about using Arc Emitters with Neutron Launchers and Kinetic Artillery to leave my new starbases stronger while sacrificing less firepower) and Disruptors are absolutely useless, but Arc Emitters are good. 4 Anti-Shield. 1 Missiles; 4. 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. Indeed they are bad at pretty much everything else - but that they can do good. Standard combo is giga cannon with neutron launchers. 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. it is in the same category as the disruptor and the arc emitter. Stellaris is a. That almost never happens. List of all technology ids in the game to be used with “research_technology” console command. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). Stellaris Cheats; Technology Codes;. From my experience, artillery BS fleets win arc emitter fleets. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my. So that makes them quite strong for sure. The arc emitter is Severely underated in my opinion and will do rather well i highly recommend it and to have several tech lance battleships to deal/soften up some targets. Embarrassingly, I'm still a hefty novice when it comes to ship design. Members Online. But I’m also lazy. Their battleships are armed with arc emitters making every fight a risk. 5 combat model. You can kill him, more efficiently with Battleships(arc emitter/Neutron) and a Corvette(torpedo) screen and hit and run/trickster Admiral and more fleet power. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. 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. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. 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. Cloud Lightning is only good if you're using Arc Emitters as well. Nah. It is only visual bug and doesn't affect actual damage to enemies. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. It’s inside the forward hard mount, then a little up. This balances them out. All are pretty good but GC has the edge. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. So you know how if you destroy the Hull you basically destroy the entire ship. Slaanesh-Sama • 4 yr. Stellaris is a colonization game, 0 micro manage or even anything in. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Ultimately went Kinetic on Battleships and Plasma on cruisers. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Playing against a 25x Contingency. However. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. Of course it also costs you the entire hangar front section. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Man ive been playing Stellaris for more then a Year bow and ive gotten pretty Good at it id say but i have no idea how yall manage 50× Crisis. I remember a few patches ago certain weapon types weren’t affected by repeatables. FAE stands for Focused Arc Emitter. (battleship/cruiser with gigacannon and arc emitter) and fodder arm (corvettes with swarm combat computer) Keep all Star bases at chokepoints upgraded and armed to the teeth, build missile defense platforms or, even better, strike craft platforms because as I’ve said before THEYRE THE HOT THING right now. Arc Emitters have 3 strengths: Perfect (100%) accuracy. 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,. Maybe the lack of speed boosts for kiting has been my issue. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. Computing The Computing tech tree focuses on Research, sensors and espionage. 0) Number of years since game start is lower than 5 (×2. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 5 combat model. In singleplayer you can just mass these, the AI will never counter them. However, once shields are down it's the weakest of the spinal mount weapons. 4. r/Stellaris. There are 3 possible X-slot choices at their most highly upgraded versions, and the Juggernauts can equip two X-slot weapons on a ship (including both the same or two different ones). . 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. lances have much better armor penetration. Still, in 3. Still, in 3. 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). Combining with arc emitters and/or torpedoes makes it more likely. I use cheap modules (arc emitters, tier 1 engines, crystal platings, if I had researched auxiliary fire control I would have added it, also before end game events I use regenerating hull tissue to reduce casualties), in x1 tech/tradition I would consider using shields instead, to survive 2-3 hits from large matter disintegrator. This is a searchable and complete list of Stellaris technologies and their IDs. you need kinetics to lower shields for the nl though. Strikecraft are the same but also clean up small ships very effectively. Stellaris Dev Diary #312 - 3. rarely see empire use cloud lightning as weapon. I have. Open console by pressing ~ and enter “research_technology (technology_id_here)”. 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. – Strikecrafts damage has been reduced and speed was rolled-back. I guess what I am frustrated about is that Stellaris gives you many options for. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. Plasma Accelerators: tech_plasma_2. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Army doctrine was no retreat for + 33 fire rate. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). Use arc emitters and kinetic battery. 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. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. BEEIKLMRU. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. tech_arc_emitter_2. 44. A complete and up-to-date searchable list of all Stellaris. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. 1 Mass Driver; 3. 0) Number of years since game start is greater. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 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. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. In EVE, for example, the projectile weapons don't use energy, at all. Cruisers are plain useless except for missile boats to diverse DMG output. Reply. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. The effect seems surprised and i feel a lot. You will be. 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. Particles The Particles tech tree focuses on lasers, reactors and FTL. The Arc emitter splits its damage up too much. Basically, if MD are bad at focusing. The only difference was they were. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Lances are countered with shields, which makes them suboptimal in the start of the battle. 0 unless otherwise noted. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. 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. This page was last edited on 14 October 2017, at 11:50. Always go with long-ranged weapons on Battleships, it is their entire strength. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. Arc Emitters and Repeatable Hull Point research. Ultimately went Kinetic on Battleships and Plasma on cruisers. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Usually you'll get better results. 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. Assuming they deal their full damage. Arc emitters + neutron launchers > the rest. Currently 2 computers try to get inside the minimum range. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. It seems that arc emitters are slightly better. 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 find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. InflationCold3591 • 3 mo. Also, the void cloud lightning is better. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Disruptor Corvettes have absolutely garbage damage, 7. To quickly find a tech in this list press ctrl + f and type in the techs name. What is everyone's favorite version of Doomstacks? Mine is a few titains, a lot of battleships and the rest cruisers all with…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 micro-mod adds Titanic Arc Emitters to the game. Is it the Focused Arc Emitter o. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. It's a Cruiser meta. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. Damage on the arc emitter can be 1 to 1700. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. 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. 62 DPS per corvette with fully-upgraded weaponry. Crisis need rework. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. After your first fleet engages, have a second fleet of naked battleships engage. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. But if you are hellbent on having your race get close without going crisis, then i suggest the following: 40% generic corvette 20% PD corvette 20% torpedo cruiser with normal missiles on S slots, and dual afterburner to get close quickly. which of the 3 type, specifically. It's the difference between having +50% damage and attack speed instead of 25%. What am I missing?Stellaris. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. 3. 50% pierce through the shield, but gets reduced by 50% of the ships armor. 4 Kinetic Launcher; 3. Arc Emitters: tech_arc_emitter_1. Use the torpedo computer, and fill up free slots with missiles. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. This mod also adds two new. 50% get to the shield. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. Finally, the focused arc emitter is very good, particularly because it never misses. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). • 1 yr. I always heard that if you put disruptors, you should only put disruptors. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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). 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. Cloud lightning is an L-size weapon with range 70 and average damage 11. if the enemy is strong just check their composition and counter. Life is MorningLightMountain. 6 isn't a Battleship meta. tech_arc_emitter_2. 2. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 3. Rare resource cost? neglible compared to everything else on a battleship. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg.