Carrier battleships can counter most anything. Those that do will use cloud lightning and arc emitters with a strike craft bay. crystal hull plus the regen from scavenger bot and engineer admiral. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. You want +5% Damage buffs more than +5% rate of fire, to a point. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. 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). Example: I clear the Enigmatic Fortress chain and unlock the research. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. 3. so no reverse engineering. Arc Emitters really are the go-to XL in general, expect a. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. Members Online • KawaiiNyaruko . A complete and up-to-date searchable list of all Stellaris technology IDs. 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. 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. I hope to get some feedback from this great community too. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. 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. Stellaris. 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. 对该项目的细节说明请添加至相关页面. Focused Arc Emitters vs Tachyon Lance 2. The reason may be that the unbidden fleet is spread out across a radius of close to 60. Videogames, Guides, Cheats and Codes. 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. 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. Home; Guides; Code Lists. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. BB Arc emitter cloud lightning in 3. Thus we can expect a Revenant to die for every 5 Arc Emitters. The juggernaut is different because it can rotate so the arc emitters can always fire. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. 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. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. ago. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. 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. 23 votes, 22 comments. Content is available under Attribution-ShareAlike 3. . 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. List of all technology ids in the game to be used with “research_technology” console command. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 例如:“异种保护区”(建筑. Arc Emitters are indeed designed to counter corvettes. Jun 28, 2022. Not enough power for 6 shields. Anti-Shield weapons have that property. From my experience, artillery BS fleets win arc emitter fleets. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. e. Might actually be better for keeping your Battleships healthy, now that I think about it. Directions. 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. Arc emitters are unreliable in terms of damage, which limits their effectiveness. Best Auras are locating and Reduction of Disengagement chance. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. 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. 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. I’ve read around a lot that arc emitter is worse than running either X weapons, but the Fallen Empire targeted me and is bringing a 174k fleet to my 120k fleet. Auto-best is not good, it frequently makes completely nonsensical design decisions. Unbidden anchors provide 50% hardening to all units in the system. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. - 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. I still recommend battleships but you will suffer losses. That almost never happens. I have. Plasma Throwers: tech_plasma_1. 4 Anti-Shield. FE/AE and the Contingency are the best examples for this. Interact with diverse alien races, discover strange. (×1. 2. 5 times the fleet power does not suprise. 4. Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. BEEIKLMRU. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Immediately, one of the new enigmatic tech options shows up. Always go with long-ranged weapons on Battleships, it is their entire strength. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Adding hull repeatables isn't really possible, because it would. Stellaris Cheats; Technology Codes;. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. Arc Emitters have a base cooldown of 10 days, the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Directions. 解锁:在鼠标浮层中查看. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. 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. focused arc emitter would be awesome if there was a good armor ignoring L slot weapon but there isnt (cloud lightning has bad range and bad dps) Its worth it to go for arc emitters and leave the other slots empty as soon as your opponent has less than ~1/3 to 1/4 their defenses in form of hull, which is the case for fallen empires, contingency. Which result in inability to fire those weapons. So an arc emitter can two-hit a battleship when lucky. G spot is too hard to find on corvettes hehe. What am I missing?Stellaris. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. You either go with 4 Neutron Launchers or 4 Cloud Lightning. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 3 Arc Emitter; 2. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Against Battleships, Arc Emitters suck. fire and damage for about 40 times that your battleships should just be completely naked and equipped with only Focused Arc Emitters in X slots. – X-slot weapons and L-slot long-range weapons range are reduced. 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. It is only visual bug and doesn't affect actual damage to enemies. 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. Against shields ( unbidden ) mega cannons. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. But this is close enough that you propably need a much longer test set to be sure. 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. Very few get through as they hit 100% of the time and bypass everything. To quickly find a tech in this list press ctrl + f and type in the techs name. Arc Emitter + Cloud Lightning is the combo. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. 2. . Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. A focused arc emitter + cloud lightning battleship is hitting for 150. I did some research and have arc emitters, which should be helpful. Titan full Loadout of best Design. Of course it also costs you the entire hangar front section. 1) Cruisers are "poor man battleships" and should be avoided. With power booster on accessory slot. Stellaris is a colonization game, 0 micro manage or even anything in. Helican Jul 19, 2016 @ 9:11am. • 1 yr. Arc Emitters are great if you stack a fleet with them. Stellaris. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Arc Emitters have 3 strengths: Perfect (100%) accuracy. And the damage buff of weapon type, should be multiplying. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. 5 combat model. 5 Mega Cannon; 3. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. I can see how the arc emitters aren't helping with defense breaking here. 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. 4 Anti-Shield. - Nanite weapons and armors. Still, in 3. Lance, giga cannon and emitter means anyone will have a bad day. 具体改法为(仅适用于steam正版):. 1 Missiles; 4. 45k did it for me with nearly no losses and it was quick AF. tech_arc_emitter_1: Arcane Deciphering. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. 1. It also adds several new subtrees with technology based on crystals, psionics, gravity. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 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. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. In a space storm, Tachyon Lance just murders things. 2 Null Void Beam; 3 Kinetic weapons. Not sure which. Arc emitters + neutron launchers > the rest. Depends on your other ships and weapons and what type of defense your enemy is using. On a Kinetic Artillery Battleship, Arc Emitters consist ~14% of the DPS. Stellaris. 0. 3. 50% pierce through the shield, but gets reduced by 50% of the ships armor. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. 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. 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. ago. The damage variance may seem like a turn off, but with over 100 arc emitters firing off at once at + 300% fire rate, damage variance matters little, and works wonders for fleet combat, as it doesn't matter how much armor or shield repeatable your enemies research, the only way to increase hull is with researching non repeatable techs, and. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. 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). 6 update. The advantage of the Arc Emitter is a 10% higher base accuracy. 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. tech_arc_emitter_2. Because Disruptors are the single worst mainline weapon in the game. For the record, in stellaris 2. Stellaris. If thats Contingency, just use disruptors instead. Arc Emitters: tech_arc_emitter_1. MorningLightMountain is Prime. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. 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. Army doctrine was no retreat for + 33 fire rate. r/D4Druid. 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. Of course when Neutrons or the other X slots are in play, sustained DPS isn't really a factor when the alpha strike is all that matters. 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). When stellaris was updated to 3. 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. 3. Medium disruptor has range 60 and average damage 6. Stellaris. 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. Disruptor Corvettes have absolutely garbage damage, 7. You should use a ton of shields yourself though because most of their weaponry is weak to shields. but theres nothing wrong with a good Arc emitter 😂 also, fit a battleship with low range, high damage brawler weapons like neutron blasters to hold the line. The tachyon has 90% armor pen, and -33% shield damage. Otherwise 95% accuracy and 100% accuracy would be pretty similar. This is my attempt to sort out some things and get rid of confusion. Economics is everything in stellaris if you have more ships you win. ---This micro-mod adds Titanic Arc Emitters to the game. Compare with the same level weapons, it got a. 3 Swarmer Missiles; 4. 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. (Cloud Lightning and Arc Emitter are the other bypassing weapons, but they cannot be equipped on a corvette since they require a L or X slot. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. The only time this reverses is against the Unbidden. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. The other 86% of DPS does not penetrate shields. Cloud Lightning is only good if you're using Arc Emitters as well. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. What am I missing?Stellaris. Unbidden: Unbidden is the only time that Arc Emitters actually shine. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. There are only very select circumstances where they are preferable to other weapons: either if you are well behind in tech that you'd lose a straight slug fest, or are so late in the game that armor/shield renewables are overwhelming to anything but arc emitters. Make sure you have high accuracy; aux fire control helps for this. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. Directions. 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). So an arc emitter can two-hit a battleship when lucky. The advantage of the Arc Emitter is a 10% higher base accuracy. Numbers roughly add up. 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. 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 shipsIs 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. But imagine if projectile weapons in Stellaris had no power requirements at all. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. If you want to use my mods as the basis for your own, you are very welcome to do so. 2. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. Also, the void cloud lightning is better. Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. 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. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. Plasma Cannons: tech_plasma_3. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. 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. FAE stands for Focused Arc Emitter. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. Stellaris. 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. Targetting priorities. It offers the best alpha strike) as many shields as you can fit one shield capacitor one reaction boosterNot to say Stellaris must follow history/be realistic, but it would give carriers a distinct advantage over other weapon systems. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Magyarharcos. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. Tachyon Lance and Kinetic Artillery carry the day. Directions. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Thats is our aim. Arc emitters are one of those things that are terrifying if you have critical mass but a mere nuisance if there's only a few of them. 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). 12000. Torpedo Corettes. This is the easiest way to use the guide in game, especially if you don't really plan ahead. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. !!! This is the Stellaris 2. Arc needs to do 13200 to kill. lances have much better armor penetration. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. Arc Emitters in Xs. These fleets seem to be punching way above their weight. Where do people stand on arc emitters? On paper with the average damage and the shield/armour pen they seem amazing but then you look at the damage…14 votes, 26 comments. 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. 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. 50% pierce through the shield, but gets reduced by 50% of the ships armor. 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. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. ago. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. However, this build has the. Reply Averath Platypus • Additional comment actions. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. 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). InflationCold3591 • 3 mo. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. 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. 1. So Mega/Giga cannons are the way to go in most cases. 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. 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 in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. You want as MUCH distance as possible with as much range as possible. 1 Energy Siphon; 2. Example: research_technology tech_starbase_3. Battleships will be build, but not very many. Go to Stellaris r/Stellaris. Loadout. Current Stellaris Ship Meta (for v3. If you're going the FAE path, then you don't want Kinetic weapons at all. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. . 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. Using crystal plating to improve hull points doesn’t work enough. The Arc emitter splits its damage up too much. 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 tachyon lance does 15. Hull is 3300. 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. Slaanesh-Sama • 4 yr. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. 0 unless otherwise noted. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. A better and stronger Arcology Project hsa. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. 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. Meanwhile, the Whirlwinds and Marauders still have 45% and 40% tracking respectively, and a single volley from the Whilrwinds will kill 6 Corvettes and Marauders will kill 2. A complete and up-to-date searchable list of all Stellaris. 2 Ancient Macro Batteries; 3. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Against fallen empires I often go for an Arc emitter build. 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. 4 Torpedoes; 4. Depends on the enemy’s defenses. Tachyon lance is close enough. Frigates are only really good as stealth ambush ships, and in any other role are just worse versions of Cruisers, and Destroyers are really only good as. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Use the torpedo computer, and fill up free slots with missiles. Ok so I will be going Arc Emitters + Phased Disruptors and Full Armor with 1 shield because I like to keep all my weapons in one tech and all of my defense in another tech for maximum repeatable technology efficiency. Titan. 6. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Go to Stellaris r/Stellaris. Ultimately went Kinetic on Battleships and Plasma on cruisers. ago. 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. So on the alpha strike alone, the Carriers are killing 26 Corvettes. Usage. 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. Its almost like two options are interchangeable. I guess what I am frustrated about is that Stellaris gives you many options for. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Their battleships are armed with arc emitters making every fight a risk. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles.