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. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. Arc Emitters are great if you stack a fleet with them. 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. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Prethoryn have shield pen so stack up more on armor and also they lack shielding so go for energy weapons mainly (don’t bother with Kinetic). Nah. 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. 对该项目的细节说明请添加至相关页面. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 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. Matter Disintegrator - A new approach. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. I’ve been running some tests against 10x unbidden using a mix of 30-40 destroyers with disrupters and flak, 20ish cruisers with torpedoes, missiles and disrupters, and like 5 carrier battleships with arc emitters. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. The focused arc emitter does 11. 6. 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. On a Kinetic Artillery Battleship, Arc Emitters consist ~14% of the DPS. Then while conquering late mid-game, T5 shields, weapons, armos, etc, I find my 3 20K fleets being obiterated by the AI's own 20K fleets, which have lower tech armor, lower tech shields, and the same weapon tiers. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. Running a mixed force of missile cruisers (Nano-Swarm missiles and Devastator Torpedoes) and Battleships (Arc emitter, hangar section with PD and missiles, kinetic artillery aft). Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Stellaris. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. So for a somewhat new person like me this sounds fantastic and that I should basically only use. 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. Missile, strike craft, and arc emitters all have 100% accuracy. 5 combat model. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. But imagine if projectile weapons in Stellaris had no power requirements at all. Stellaris technology list and IDs cheat. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. Torpedo Corettes. . 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. 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. Unbidden: Unbidden is the only time that Arc Emitters actually shine. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. Arc emitters instead of proton/neutron torps and giga cannons. Tachyon Lance and Kinetic Artillery carry the day. However. 2. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Tachyon lance is close enough. but stellaris is first and foremost an rp game, do your low tec energy weapons game. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Example: research_technology tech_starbase_3. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. 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. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. 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. The advantage of the Arc Emitter is a 10% higher base accuracy. Content is available under Attribution-ShareAlike 3. 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. 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. When no enemy in desired range, then the ships will attempt to gain range. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. 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. Medium disruptor has range 60 and average damage 6. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). BB Arc emitter cloud lightning in 3. The two weapons are attacking different segments of their HP. 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. Then while conquering late mid-game, T5 shields, weapons, armos, etc, I find my 3 20K fleets being obiterated by the AI's own 20K fleets, which have lower tech armor, lower tech shields, and the same weapon tiers. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. A complete and up-to-date searchable list of all Stellaris technology IDs. 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. Medium disruptor has range 60 and average damage 6. . One can tailor it a bit for Prethoryn/Hidden as needed. 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. Mega Cannons+Neutron Launchers are more efficient otherwise. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. This mod also adds two new technologies to the. Each of the next sections, except for the few last ones, are an overview. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. This mod also adds two new. 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. And no, if you make. . )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. 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. 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. Range will not be in your favor, though. 50% get to the shield. 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. Thats is our aim. 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. Tachyons are good overall, especially against armour. Do you think my favourite BB is any good now? I found it to work quite well, taking zero losses in most engagements, even against almost equal fleet power. If you're fighting a crisis on x10 or x25 the enemies have ridiculously high shields/armor, for example in my current game a scourge ship has 960000 armor and. 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. 4, XL weapons will. 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. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Stellaris. Asking the Stellaris community a. Compatible with Stellaris 2. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. Stellaris. 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. Jun 28, 2022. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. If they have crystal infused plating and lots of hull points then I will use Giga Cannons, otherwise it is Arc Emitters all the way, especially if the enemy is. Arc Emitters are indeed designed to counter corvettes. Always go with long-ranged weapons on Battleships, it is their entire strength. Their battleships are armed with arc emitters making every fight a risk. 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. 3 Autocannon; 3. 8. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. Significant-Phase-71 • 2 yr. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Arc Emitter, 2 Hangars, and the rest set to missile is a solid design that gets the advantage of bypassing shields while retaining the long range of Battleships and having good damage output. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. (And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at it. I can see how the arc emitters aren't helping with defense breaking here. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Basically, if MD are bad at focusing. If we accept the statistical average for the Focused Arc Emitter's damage, which will be about 850 and pierce armor and shields, you would need to hit this guy 1400 times to kill it (assuming you don't have any of the repeatable techs that boost damage). I've done the math and tests. I remember a few patches ago certain weapon types weren’t affected by repeatables. Derived from [Universal Arc Emitter] Mod, this is a L-slot arc weapon, kind 'a better and more expensive cloud lightning, or smaller arc emitter. However, once shields are down it's the weakest of the spinal mount weapons. Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. With power booster on accessory slot. A better and stronger Arcology Project hsa. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. How do you guys handle them?Lasers suck against shields. ---This micro-mod adds Titanic Arc Emitters to the game. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. Pure M, two after burners, rapid deployment, artillery computer. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. Army doctrine was no retreat for + 33 fire rate. Highlights include: - Psionic weapons. 00). Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. XL weapons target large ships first and large ships have lots of armor. 0. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. : r/Stellaris. I always heard that if you put disruptors, you should only put disruptors. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. Throw in a titans perdition beam and then you are having a party. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. That leaves you with lances or arc emitters. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. And if it does happens- you have disruptors, cloud lighting and arc emitter. Stellaris. I have. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Check at black holes systems, especially if it has an enemy warning icon on it. Basically arc does 25% damage as shields are enough. Arc emitter is energy weapon. Focused arc emitter battleships with an artillery computer, titan aura buffing fire rate and a juggernaut with the range increase aura will curb stomp practically anything in the game. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. 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. Hull is 3300. 50% get to the shield. Directions. 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. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. ago There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic. First, range. 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. Interact with diverse alien races, discover strange. Simply have both fleets engage at the same time. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. e. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. 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. One thing I learned recently is that you only need 1 ship per fleet with. Significant-Phase-71 • 2 yr. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. Arc needs to do 13200 to kill. 1. 在这个文件夹中找到两个能够使用Excel打开的文件,一个是ODS文件,一个是CSV文件,ODS文件是打开后不会乱码十分整齐的文件. Like someone mentioned to use Arc Emitter + Strike Craft - then the Arc Emitter is fighting alone against the hull, while the strike craft and missiles are separately working on the armor. But this is close enough that you propably need a much longer test set to be sure. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. Thus we can expect a Revenant to die for every 5 Arc Emitters. I tend to try and make them as split and even as possible across the board. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. 12000. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 50% get to the shield. Basically, have a titan with a quantum destabilizer and full of shields, cloud lightnings, and disruptors. Is it the Focused Arc Emitter o. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. I don't know what or where things went wrong, but I tried giving the new patch a chance. I did some research and have arc emitters, which should be helpful. And then the rest never appear. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. Arc Emitters are good, the problem is that cloud lightning is horrible (It have half the range of Kinetic Artillery) and if you want to use Arc Emitters you dont want neutrons and kinetic artillery. You either go with 4 Neutron Launchers or 4 Cloud Lightning. 0. Go to Stellaris r/Stellaris. 4 Anti-Shield. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. It can be issue when you have 3-6 battleships. Probably artillery is better. Very few get through as they hit 100% of the time and bypass everything. No arc emitters or cloud lightning, just kinetic and non. It shoots a 30° electric arc spreading through nearby walls and between enemies. And 5x T5 large shields and 1 T5 armor. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. Ultimately went Kinetic on Battleships and Plasma on cruisers. 6+ Stellaris. Lances decimate armour, but are hopeless against shields. 3. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. – X-slot weapons and L-slot long-range weapons range are reduced. if the enemy is strong just check their composition and counter. Auto-best is not good, it frequently makes completely nonsensical design decisions. What am I missing?Stellaris. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. 解锁:在鼠标浮层中查看. 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. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. Videogames, Guides, Cheats and Codes. 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. KA are long range and each 1/3 of a Gigacannon in firepower. In singleplayer you can just mass these, the AI will never counter them. Stellaris. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Titan. 2 days faster than the Arc. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. 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. 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. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. 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). For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Numbers roughly add up. ago. 50% pierce through the shield, but gets reduced by 50% of the ships armor. That said, late game going with the arc emitter front and. 3. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Cloud Lightning / Arc Emitters - Best in slot late game weapon once you and your enemies have a ton of repeatables Repeatables make it so the enemies shields get bigger and bigger and offense can't keep up so eventually you are better off DPS wise to just swap to weapons that ignore defenses entirely like Arc Emitters. 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. Targetting priorities. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Numbers roughly add up. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. 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). ago. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. The tachyon has 90% armor pen, and -33% shield damage. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I'm a veteran of Stellaris, playing since super early days. 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. Gigacannon needs to do 12600 to kill. The Arc emitter splits its damage up too much. Most urgent late game problem. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. . The Meta Artillery Battleship™ is Giga Cannon + Neutron Launchers (although an argument can be made for 3 Neutron + 1 Kinetic), with the Carrier variant replacing the middle section with Carrier and taking Arc Emitter (you can skip small slots and PD, they will do nothing unless you’ve let the enemy get into melee range). Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. From my experience, artillery BS fleets win arc emitter fleets. Might actually be better for keeping your Battleships healthy, now that I think about it. Proton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. 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. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. These are energy weapons too and they completly ignore shields. 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. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. 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). Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how about. You want as MUCH distance as possible with as much range as possible. Still, in 3. What am I missing?Stellaris. If you're going the FAE path, then you don't want Kinetic weapons at all. 3. I’ve had trouble in the past with their arc emitters and need a counter. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. The reason may be that the unbidden fleet is spread out across a radius of close to 60. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. 6 Ancient Saturator Artillery; 4 Explosive weapons. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. The Arc emitter splits its damage up too much. The effect seems surprised and i feel a lot. 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. With 60 range, the most you can squeeze out of them is 60 + 10% (rapid deployment war policy) +20% (cautious) + 20% (artillery combat computer) for a total of 95 range. Carrier battleships can counter most anything. Not enough power for 6 shields. E. Best weapon for the Prethoryn: definitely. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. In playthrough #2 I'll experiment. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Members Online • [deleted]. You losing with 1. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. Against shields ( unbidden ) mega cannons. Cloud Lightning is only good if you're using Arc Emitters as well. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. The Contingency got nerfed pretty hard in 1. 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. 对该项目的细节说明请添加至相关页面. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Accuracy useless since arc emitter is 100%. Stellaris cheats and commands.