6. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!For instance, Spiritualists use the Avatar which has 3560 hullpoints, Focused Arc Emitter, Plasma, Whirlwind missiles, and 2 hangars. 58 days against the same Battleship above; Giga Cannon takes 27. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. you can just steamroll through all of their fleets. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Launchers, the Marauders are the median weapon so it will prefer 100 range. However, lances have 10% higher chance to hit (85% base vs 75%). Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Additionally, as there is no scaling way to increase hull points, late game meta falls squarely on the Focused Arc Emitter in ludicrous quantities, as any player who has fought a 25x crisis can attest. What happens to the 25% damage of. But, I can’t use my focused arc emitters anymore; they were replaced with. BBs: Focused Arc Emitter/Cloud Lightning or Focused Arc Emitter/M Disruptors Corvettes: 2 Disruptor 1 PD (or 3 Disruptor). However, I don't do this nearly as much since the Strike Craft buff. But even then I will tend to go Giga if there. 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. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. What you end up with is that the alpha strike with Focused Arc Emitters will fry a few ships immediately, then the shorter-ranged Neutron Launchers will fire against different targets. 06m, also I have +20% increase to damage v. Combine with artillery computer + juggernaut aura for alpha strike of pure damage followed by back to back salvos of KA. This is my prefered ship design choice (Interceptor Corvettes, 3 Disruptors, 1 Shield, 1 Armour, 1 Crystal Plating for 50% of fleets and then. - Synthetic Evolution. However, when it comes to the L. 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 weapons bugzap the swarms down to manageable levels, while the latent high durability of battleships offsets the high damage output of corvettes. PD destroyers with neutron launchers and pd lasers. The Focused Arc Emitter is indeed a very powerful weapon. If you have the Enigmatic Decoder then use that (it's just a better Auxiliary Fire Control), and otherwise the only reason not to use Auxiliary Fire Control is if all your weapons are already at 100% accuracy, in which. Against a Xenophobic FE, your best bet is a fleet of Battleships (don't build anything else) with the XLLLL design: first section is Spinal Mount featuring an X weapon using the Arc Emitter / Focused Arc Emitter (this is really important), second section should be Artillery and have 3x L weapon, and last should have a single L slot. Stellaris. Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition!. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 5K subscribers Subscribe 1. 25+ arc emitters (or 50+ if you stack fleets) going off before the enemy is even in range will cause casualties and can win you a battle before it even properly started. Default equip would be focused arc emitter + cloud lightning which is also great against Pretoryn scourge and Contingency. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. A small amount of Point Defense defends against Torpedoes and. However in Stellaris, the way it works is that Battleships are. I can't really put my finger on why. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. Battleships: don’t field any until unlocking the spinal mount bow. For example, “advanced shield hardener” give 25% hardening. Its biggest advantage is the high tracking value of Cloud Lightning, which gives it a more favorable matchup against Corvettes. In singleplayer you can just mass these, the AI will never counter them. I can't really put my finger on why. Focused Arc Emitter will usually 1-shot Corvettes, but honestly it will rarely hit them anyways due to its piss poor tracking. I know stellaris ship design is a lot of countering enemy ships, but in general, is having a fleet that mainly targets hull a…Personally, I'm not to familiar with Stellaris MODS in general, but is there a mod that adds new Titan Weapons which are upscaled versions of pre-existing technologies, like [Giga Cannon], [Tachyon Lance] [Focused Arc Emitter] and maybe X-Types and Titan Types of [Neutron Launcher]? Because, if not, that would be a great addition. Arc-Emitter battleships and lots of rail guns. ago. 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. EDIT: It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian Point Defense are missing. What the arc emitters don't destroy in the first volley the strike craft will. The only reason I might consider using FAE in this circumstance is if the crisis is ongoing during a War in Heaven, in which case Focused Arc Emitter + 4 Neutron Launchers is a good compromise. Arc emitters and strike crafts will strike directly at the hull (they lack armor). Well, Medium Gauss and Laser can be pushed far enough by 40% modifier (Gauss is 75 range, Laser is 60, Artillery AI stays at 80), but I'd still suggest Carrier over Hangar because 2 Medium guns can't match 1 Hangar bay in DPS while locking you to Artillery rather than Carrier AI. Another thing to consider once you get to the artillery battleship stage of the game is that the Focused Arc Emitter is actually pretty good as an alpha strike weapon: it has the full 150 range and deals around 2/3 as much base damage as the other X weapons, but completely skipping shields and armor will get you a lot of outright kills on large. Hearts of Iron III: Tech Support. I tend to try and make them as split and even as possible across the board. 3. The have two fleets, one with 94K and the other with 96K. 77 days; But the test by Montu doesn't use all-kinetic or all-energy, so if the L-slots alongside the X-slot weapons are 3 NL and 1 KA: Tachyon Lance takes 27. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. On a related note, OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and. Focused arc emitters and cloud lightning do wonders against them, and use some flak cannons to deal with their strike craft (or strike craft of their own). 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 are great if you stack a fleet with them. Basically the meta BB with tachyon is your most versatile, but as always, adding a couple other designs to flesh out your fleet is still a good idea. Focused Arc Emitter Carrier Battleship is my go-to vs unbidden, backed up by swarms of torpedo corvettes. One ship design and one ship design only? For the most reliable performance, there is only one choice: Focused Arc Emitter + Carrier Core Battleships. 能源消耗:-250. 91 Badges. Now well into the 2300's my battleship groups are at about 60k power each (and those are focused arc emitter / cloud lightning battleships, so they hit a lot harder than their ostensible power rating suggests and corvettes don't counter them very well) while the AI is still running around with 10k-30k fleet power so I win battles against them. Similarly, unless you're running only Focused Arc Emitter the Battleship. 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 can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. Defensive pacts. If u have a null void beam (it will totally melt enemy shields) use that (you get it through a pop up scenario), focused arc emitter, neutron launcher those weapons are great. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. just lost a battle that I honestly think I should have won enemy had 9 battleships, with focused arch emitter and 4 large plasma modules I had 150 corvettes with full disruptors, 2 shield modules and 1 armor module I lost, but not only did I lose I didnt manage to destroy a single battleship. 相关页面: 舰船组件. Just the same options again and again. Apr 27, 2012 610 564. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. This mod also adds two new. #12 < > Showing 1-12 of 12 comments . The versions with disruptors and focused arc emitter. Also see the issue of ship. Very little reason to use anything else once you have full tech access)Stellaris. 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. Cloud lightning is essential, and not finding it is a failed run. Of course, one could always make Focused Arc Emitter and Cloud Lightning Battleships and I have found that they can outlast pretty much anything else but they sometimes really suck against mixed fleets like Slammer/Lancer configurations. 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. (Your call on if you want a spinal or a third hangar on your carrier BBs. There is actually an easier way than that. Focused Arc Emitter Carrier Battleship is my go-to vs unbidden, backed up by swarms of torpedo corvettes. The lance does more raw damage but iirc the scourge have roughly equal hull and armor, meaning they basically take the same number of shots to kill any given scourge (lance does double damage but emitter ignores 50% hp). 例如:“异种. Those strike craft put all the smaller ships down very fast, even torpedo/neutron frigates. Cloud lightning is an L-size weapon with range 70 and average damage 11. 40 corvettes in one fleet is plenty. NK_2024 Collective Consciousness • 3 yr. Crusader Kings II: Tech Support. Using crystal plating to improve hull points doesn’t work enough. | 105. research_technology tech_arc_emitter_2. 23 votes, 22 comments. While it seems good, it's actually better to use. Please note that I am rounding numbers, and ignoring carry over damage here. Disruptors are good in two contexts: late-endgame when everyone is in the repeatable tech chain, or early/mid-game when you're trying to snipe Fallen Empire end-game techs. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to 0 HP. 780k alloy for 1250 battleships (maybe don't need this many. Stellaris Dev Diary #312 - 3. Add Titans to taste set up basically the same as Battleships, No Retreat policy for War Doctrine & Galactic Contender Ascension Perk if you're needing an extra edge. Edit: Quick Thought on the. Stellaris > General Discussions > Topic Details. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 1 neutron launcher. That setup is playing into the Contingency's own strengths, so their setup counters yours. Nemesis Patch #2 Released! MrFreake_PDX. But this is close enough that you propably need a much longer test set to be sure. Jump to latest Follow Reply. Another thing to consider once you get to the artillery battleship stage of the game is that the Focused Arc Emitter is actually pretty good as an alpha strike weapon: it has the full 150 range and deals around 2/3 as much base damage as the other X weapons, but completely skipping shields and armor will get you a lot of outright kills on large. Usually you'll get better results. 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. Go to Stellaris r/Stellaris. I have. Even after it devolves into a melee, they'll usually end up attacking different targets. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Vs Contingency, judging by the low hull, I reckon Arc Emitter and Cloud Lightning do wonders. The aquisition and use rules are the same as for Psionic Shields and Psionic Jump Drives, you get them from either the Shroud or from Holy Guardian FE debris and you can only use them if you are a Transcendent empire. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Army doctrine was no retreat for + 33 fire rate. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. I only really field the third variant of the enemy ships have low hull, otherwise I run a mix of the first two skewed towards whatever defense is weekestGo to Stellaris r/Stellaris. And so far they dealt with corvette swarms of AI beautifully. However, once shields are down it's the weakest of the spinal mount weapons. 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. With repeatables, Focused Arc Emitter really shines in the X slot because it will start to oneshot hulls, which don’t scale. Juggernaut with range module. Immediately, one of the new enigmatic tech options shows up. They need to be cheap and numerous, not tough. #6. I'm a veteran of Stellaris, playing since super early days. 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). Reply reply. 398K subscribers in the Stellaris community. This being an energy weapon also simplifies your repeatables trees as you can just focus on energy weapons. FE ships are really evasive, and your shops will have a greater-than-usual chance to miss. This means that you get a lot of value by having a lot of very cheap Battleships that can bring lots of FAE's into play. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Tachyon + Neutron for instance is very weak to shields but very efficient in terms of research cost and is virtually unbeatable in the. 0 unless otherwise noted. The focused arc emitter does 11. Focused Arc Emitters will bypass shields (mostly; Crisis does have some hardening) and this will be a strong alpha strike to reduce their numbers before they reach you. So I’m currently fighting the Contingency, so my fleets are all specked to Arc Emitters and Cloud Lightning with some corvette fleets with Phase Disrupters. Enemy with balanced defenses: Giga cannon + Neutron launchers. Against an enemy who fields both shields and armour though, as in the Contingency or an Awakened Empire, what you really wanna do is assembling a lot of battleships with Focused Arc Emitters. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Plasma Cannons: tech_plasma_3. Battleships can carry up to 3 H slots (one in front, 2 in center, again in ship designer) but I find it best to run a X slot in front, Carrier Core in Center (2H), and L slot in rear. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. . Auto-best is not good, it frequently makes completely nonsensical design decisions. Larger kinetic didn't do so. 例如:“异种保护区”(建筑)的特殊说明请在“建筑”页面下修改. 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. However, the battleships were less expensive: corvettes were 209 alloy (-15% from techs), BS were 1364, which is less than 7 times as expensive but for 8x the command points. Currently, the meta for taking on a FE consists basically in inflicting shield damage (kinetic weapons) and using Arc Emitters (this is particularly OP). Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. arc emitter fires once in 8. It further continues to spawn 350k fleets quite fast. For corvettes folks either go torpedos + disruptors/autocannons (autocannons are better but it is easier to unlock physics based weapons over engineering based weapons), or two autocannons + a laser, and for destroyers point defense weapons for your. I have Crystal Forge plate unlocked, as well as Dragonscale armor, as well as Focused Arc Emitter. With repeatables, Focused Arc Emitter really shines in the X slot because it will start to oneshot hulls, which don’t scale. Focused Arc Emitter and four T4+ L-slot penetrators take 31. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Finally, the focused arc emitter is very good, particularly because it never misses. Agree about the importance of penetration. There is no “If Stellaris was real…” since it’s. Baltim (Corvette size) Shield:10, 756. Generally I fit my ships depending on the composition of enemy fleets. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one kinetic), in order to shoot down the corvettes and missiles. 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. 148 22. Focused arc emitters, cloud lighting and strike craft are your friends against Contigency it will require some sacrifice, but dont let it fool you with his over the top fleet power 2 Reactions:Go to Stellaris r/Stellaris. The BB is spinal bow, artillery core filled with kinetic artillery and the artillery stern with more kinetic artillery. 1x Focused Arc Emitter 4x Cloud Lightning 2x Auxiliary Fire Control Line Computer This design has won me a lot of hard fought battles against FE, AE, and crisis. What you end up with is that the alpha strike with Focused Arc Emitters will fry a few ships immediately, then the shorter-ranged Neutron Launchers will fire against different targets. 418K subscribers in the Stellaris community. Helican Jul 19, 2016 @ 9:11am. Both with majority Sage class Escorts. 75. 2m damage per 4 days, so. It's contextual really. With repeatables, Focused Arc Emitter really shines in the X slot because it will start to oneshot hulls, which don’t scale. This is a less efficient design in general, but saves a huge amount of research. Use only battleships and titans (don't even bother with smaller ships). I can't tell for sure, but the backbone of my 60-battleship main fleet is Focused Arc Emitter battleships set to aggressive. 6 ‘Orion’ Patch Notes). 10 days, with no retreat it's about 4 days per salvo, 1-1700 is average damage of 850, with 1000 battleships it's 850k, +25% from edict it's 1. It's main force his range (120-150 + range bonuses is nothing to be laughed at) and sheer power. This is the next step after the Focused Arc Emitter but instead of using crystals it uses Zro and it's a T7 weapon. Spam an ungodly number of clone armies and throw infinite waves of them at the enemy lines. The super meta battleship uses tach lances with kinetic artillery and plasma cannons, but I like to create a second design with focused arc emitters because of their 100% tracking. A small amount of Point Defense defends against Torpedoes and. This is the real reason behind the alpha strike, artillery battleship meta, as the ability to kill any opponent before they can shoot you trumps. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. A slots 2x afterburners. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use. Cloud Lightning is underrated in 1. escorts, which got owned by capitals. A place to share content, ask questions and/or talk about the 4X grand strategy…You could go with the generic Corvette swarm (torps and disrupters), or you could go with Arc Emitters, Cloud Lightning, and Disrupters on your BBs. 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. Don't even research them. I always do penetrative weapons, focused arc emitter + cloud lightning battleships with repeatable research in energy weapons. Consider a situation in which a ship with that component is attacked with a focused arc emitter that bypasses shields and armor while doing direct damage to hull. The go-to way to use Whirlwinds is part of a balanced Battleship build. i also have 20 crusiers in the same fleets 10 with disrupters+ plasma and 10 with normla alsers and gaus guns as gunships for smaller shipsEdit: btw having battleships with focused arc emitters and phase disruptors can also make fighting fallen empires REALLY ez. 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. It is the best weapon, by far, against FEs, that the game has to offer, and your fleet is all battleships either way Use Line Computer for +Hit so your Kinetic Artillery / Neutron Launchers have an ok chance to hit. Got them in 2240 ish. The only exception would be Focused Arc Emitter + Cloud Lightning Battleships which have 100% accuracy on all weapons, in those cases I would go with Shield Capacitors since there is really nothing better. You wanna destroy them before they can even close in. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. 聚能电弧发射器 Focused Arc Emitter. Tier 1 armor and shields unless I'm rolling in alloys. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. 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. the Unbidden’s 10MArc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. You either go with 4 Neutron Launchers or 4 Cloud Lightning. Corvettes equipped with Torpedoes also do well against them. Its almost like two options are interchangeable. The Arc Emitter has great synergy with Missiles and Strike Craft so you don't. I’ve had trouble in the past with their arc emitters and need a counter. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. TL;DR - my usual fleet is decently well-rounded for taking on most of all the game's major threats- with specific crises usually resulting in the fleet getting re-tooled to counter said crisis. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty is still beating neutron cruisers, even a fleet of them worth 10k more than the BBs Edit: and these are the BB fleets I'm throwing together after taking your advice about the shield hardeners, the carriers still winning. Total cost was like 800 alloys for one battleship and only 5-6 energy upkeep instead of the normal 20+ Total damage was 30M from my fleets vs. - 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. Add on to that the fact that missiles are now really good, and strike craft and focused arc emitter continue to be good as ever, and you have a lategame meta full of bypass weapons. Also, since they all have a cool down of approximately 8 ticks, average. 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. 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. 聚能电弧发射器 Focused Arc Emitter. (But to be honest, with vanilla stellaris, once you have focused arc emitters you can easily take out any FE, and you get those around 2240 in a tech rush. 57 days; Focused Arc Emitter takes 28. When fleets engage each other in Stellaris, ships don't just randomly pick targets to shoot - they fire. Focused Arc Emitter + Cloud Lightning Battleship. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. There are four tiers of consecration and the best tier (Holy World) is guaranteed for Gaia worlds otherwise you only have a 10% chance of getting that with any common habitable world (if you wanted a better result you would have to "reroll" the consecration). On its own it's an unremarkable weapon, mostly useful for its relatively high tracking for an L-slot weapon (its tracking is on par with most M-slot weapons). And switch to Focused Arc Emitters for Contingency and AEs . Meanwhile, a Devastator Torpedo Cruiser would have a better pairing with Carrier Battleships that just use Focused Arc Emitter, Strike Craft, and Missiles that go right through shields like the Torpedoes do. Is it the Focused Arc Emitter o. I do have gigacannons, kinetic artillery, and neutron launchers available and present on my BS, I can probably reshape all my fleets to only. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. In Stellaris ii's always better to customize fleet to your target than run with all-around designs. It's not the only option, as Tachyon Lance and Giga Cannon are also quite strong, but I do think it's the overall best of the spinal mount weapons. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. This design guide describes how to plan a drip and low-flow irrigation system tailored specifically for your garden and its watering needs. Loadout is focused arc emitters + rest of the slots filled with whirlwind missiles + 1 hangar slot. You can always swap to Focused Arc Emitter if you're up against shield-heavy foes. 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. The tachyon has 90% armor pen, and -33% shield damage. The focused arc emitter does 11. 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. Against Unbidden swap for Gigacannon and Kinetic Artillery. 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. Please note that I am rounding numbers, and ignoring carry over damage here. On the one hand, Giga Cannon / Kinetic Artillery would benefit from having a concrete reason to be used late-game in preference to Focused Arc Emitter / Proton Launcher. There are other compositions, for instance Focused Arc Emitter + Cloud Lightning or full anti-hull with Tachyon + Neutron, but those are more specialized. 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. As nonsensical as it would have seemed in 1. Also, since they all have a cool down of approximately 8 ticks, average. First, range. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. Content is available under Attribution-ShareAlike 3. I stick to Corvette spams until I can make Tesla Battlecruisers. Also, since they all have a cool down of approximately 8 ticks, average. This preys on the Contingency's weaknesses, letting your setup be the one countering theirs instead. Defenses ended up not really mattering, but it's as many psionic shields as possible + 3x shield capacitator. Join. 花1分钟创建用户后就能进行编辑 :) 登录 注册. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. In admiral 10x, and running fleets of disrupter destroyers, torpedo/missile cruisers and a few arc emitter carrier battleships, I was able to defeat unbidden doomstacks almost triple my own. 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. But I would just have them have a hull section with smaller weapons At that point, just don't bother with Battleships. In singleplayer you can just mass these, the AI will never counter them. So that’s 2M damage per week. 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. This was an assault on a x25. Moderator. Battleship: giga cannon with neutron launchers. This mod also adds two new technologies to the. • 15 days ago. Design C: Arc Emitters and Cloud Lightning. In singleplayer you can just mass these, the AI will never counter them. And so far they dealt with corvette swarms of AI beautifully. The question is, when do we reach equilibrium with fleets? Interestingly, this may be easier, considering the weapon of choice in post-lategame is the Focused Arc Emitter, since armour and shields grow, but Hull Points remain static, except on Defence Platforms. Carrier Battleship: always use the Spinal Mount bow and Artillery stern. Launchers will rarely do hull damage before Arc Emitters kill a ship, so they're largely wasted slots. Their defenses will break eventually. The ultimate solution to corvette-swarms are what I like to call my "Stormcaller" Battleships. Reply. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Focused Arc Emitters. 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. But every now and then, that bug just really wrecks your fleet and causes a loss that never would have happened otherwise. Carrier BBs in the same role do sacrifice more, though, and Focused Arc Emitter is 9. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. The surprising part was how well the Medium Gauss Cannons hit, as far as a percentage goes. Not enough power for 6 shields. Stellaris Dev Diary #312 -. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. GAMES. 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. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. I'd go with the spinal personally. Report. Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy…I find it more efficient to mass battleships and titans that can alpha-strike enemy fleets even before they get into range. but stellaris is first and foremost an rp game, do your low tec energy weapons game. dmg Tachyon. It shoots a 30° electric arc spreading through nearby walls and between enemies. Focused arc emitter battleships with carrier core and missiles, basically just entirely ignores shields and shreds FE fleets, I haven't found I need all too much else but putting a carrier combat computer titan or battleship in fleet helps and you will want corvettes for some screening against enemy alpha strikes, with missiles being so deadly. 394K subscribers in the Stellaris community. Higher fleet cap for me usually means add more battleships plus possibly a titan. I don't play multiplayer. I don't think ship weapon range is worth it compared to other options, but I don't have real experience with that. 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. Crystal plating perhaps but everything else is irrelevant. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Focused Arc Emitter only is already a viable Battleship design, and it basically is not penalized at all by your change from the sounds of things, as Focused Arc Emitters do not require coordination. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. They can be found in special predetermined systems and rival moons in size and. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. I've tried the BS that was posted a month ago on the forums and it never quite worked well for me. 60sec cooldown | 100% Acc. Rare resource cost? neglible compared to everything else on a battleship. --------------. In singleplayer you can just mass these, the AI will never counter them. Regenerative Hull isn't particularly good in my view. Stellaris: Focused Arc Emitter - The Best XL Weapon? Tachyon Lance 3. On a 5x crisis, Unbidden portal is guarded by a +1 million fleet, with initial few millions of fleet in stacks of 500 000. Go to Stellaris r/Stellaris. 2/3 armor 1/3 shield for all of their health stuff. Ishau Apr 8, 2019 @ 5:51pm. 花费:2293. 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. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. In most fights, Torpedoes will do great. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. ArcticISAF Feb 27, 2018 @ 10:18pm. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. I'd like some advice on a fleet build to counter the FE's. Plasma Accelerators:Having a huge fleet is awesome but is that enough? Say i have 500 naval capacity should i just fill everyhing with cruiser and battleship or i need to have all for types of ship to make an efficient fleet and should i mix. Embarrassingly, I'm still a hefty novice when it comes to ship design. Arc emitters are seriously underestimated weapons. Repeatables for Focused Arc Emitters and Cloud Lightning . They only have a damage penalty of 1/3 compared to the other two, are 100% accurate, and bypass all defenses. If you're going the FAE path, then you don't want Kinetic weapons at all. Implementation could be a few different ways:There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Arc emitters and cloud lightning. when in doubt: Cloud lightning, focused arc emitter and disruptors counter everything at close range. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. It is cheap, effective, and is good against literally everything until you. . At very minimum this would upset the weapon balance, as some weapons are totally reliant on coordination while others don't really need. Please note that I am rounding numbers, and ignoring carry over damage here. --------------. _ The A-242 Battleship uses a focused arc emitter, which effectively has random damage output, and therefore is best used in very large numbers, to equal out the randomness, smaller engagements run the risk of too many RNG bad rolls. 139. You should be able to defeat unbidden fleets with 2-3x your fleet power assuming dark matter shields. The only case I can make for lances would be against ships with no defenses or heavy focus on crystal plating, which isn't common at all, and still doesn't give a reason for using cannons.