0) Number of years since game start is greater than 10 (×2. Maybe the lack of speed boosts for kiting has been my issue. This mod also adds two new. Bates Distribution - basically, if you take a bunch of uniform random variables (which is what weapon damage rolls in stellaris are) the average value quickly concentrates to the midpoint of your uniform range. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. Crystal plating perhaps but everything else is irrelevant. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. ago. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. Go to Stellaris r/Stellaris. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. 3. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. So my ideal fleet comp would be torpvettes and arty battleships. Which result in inability to fire those weapons. Logical-Table-3530 • 2 mo. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 4, XL weapons will. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. Members Online • [deleted]. Arc emitters + neutron launchers > the rest. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. In singleplayer you can just mass these, the AI will never counter them. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. BB Arc emitter cloud lightning in 3. Otherwise 95% accuracy and 100% accuracy would be pretty similar. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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. 05) and (0. So you take a look at the x slot weapon options, glance at the stats and see that the arc emitter is a full penetration weapon, the tachyon lance is a hull shredder, and the giga cannon is a shield killer. Focused Arc Emitters and Clould Lightning is best. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. 44. 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. 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. There is no best weapon. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. That almost never happens. Against shields ( unbidden ) mega cannons. Combining with arc emitters and/or torpedoes makes it more likely. ) Reply . 0 unless otherwise noted. (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. 在steam中打开游戏本地文件夹. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. InflationCold3591 • 3 mo. NK_2024 Collective Consciousness • 3 yr. Synergizes well with the Carriers core. g. I have. 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。. Directions. 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. You need a few from every weapon or you are handicapping yourself. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Stellaris. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. The tachyon has 90% armor pen, and -33% shield damage. Go to Stellaris r/Stellaris. Otherwise the dps is too low in comparison to other options. 0) Number of years since game start is greater than 15 (×2. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. It's contextual really. 1. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. . It seems that arc emitters are slightly better. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. 4 Anti-Shield. 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. : r/Stellaris. 4. Cloud Lightning; Giga Cannon vs 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. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 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. - Gravitic weapons. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Cloud lightning is an L-size weapon with range 70 and average damage 11. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Finally, the focused arc emitter is very good, particularly because it never misses. FAE stands for Focused Arc Emitter. They've pretty effectively countered your fleet build, since the energy weapons can take down your. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. 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. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. tech_arc_emitter_2. 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. 23 votes, 22 comments. How do you equip "arc emitters"? I saw them mentioned on this subreddit as being a good weapon, so I researched it(then a further upgrade). Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. 3. Arc Emitters seem great because they bypass all shields and armour, but the problem with them is that all of your other weapons do not. Is it the Focused Arc Emitter o. 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. Best weapon for the Prethoryn: definitely. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 2 days faster than the Arc. 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. Thanks. 例如:“异种. Arc Emitters and Repeatable Hull Point research. A better and stronger Arcology Project hsa. It's the difference between having +50% damage and attack speed instead of 25%. G spot is too hard to find on corvettes hehe. - 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. 8* 한국어 패치 및 설명. • 1 yr. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. (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. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. 50% get to the shield. 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. 1) Cruisers are "poor man battleships" and should be avoided. Giga cannons do not do the job like arc emitters and cloud lighting is too short. However. 0 unless otherwise noted. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. I've done the math and tests. So the battleships and cruisers try to maintain permanent 100 range while firing. That said, late game going with the arc emitter front and. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. 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. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. 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. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. 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. All 3 work fine if you massively overpower the enemy. So go X slot arc emitters on battleship spam, slow/downgrade your engines down as much as possible (so you get more shots off before closing the gap), and if you can, pick a fight around a neutron star to go even slower. ago. Stellaris. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Weapons try to maximize their damage. 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. I tend to try and make them as split and even as possible across the board. The battleship equivalents seem to pack multiple arc emitters each that can one-shot your corvettes regardless of evasion thanks to their 100% accuracy and tracking. What am I missing?Stellaris. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Most urgent late game problem. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Arc Emitters are indeed designed to counter corvettes. For battleship going with focused arc emitter in the x-slot, since you will lack any hard hitter weapons it is best to just hit the hull directly with your x-slots from longer range. 0) Number of years since game start is lower than 5 (×2. 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. Hangars are the only traditional Battleship weapon that didn't get their damage output nerfed (they lose their point defense property instead), but the rest of the Carrier core got buffed immensely. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). 1 Mass Driver; 3. 解锁:在鼠标浮层中查看. 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. So that’s 2M damage per week. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. 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 artillery) or S/M (Disruptor vs gamma laser/gauss cannon). There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. . Their fleets are mostly medium-sized, and their power is entirely dependent on simple. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why I say it's optional. Plasma Cannons: tech_plasma_3. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Normally that's only the fallen / awakened empires. 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). • 1 yr. 1 version of this mod !!! The aim of this mod is to expand upon the vanilla technology tree of Stellaris with new tiers of weapons, shields, reactors, armor and thrusters. Still, in 3. However, this build has the disadvantage of range. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. 6. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. I still recommend battleships but you will suffer losses. Disruptor Corvettes have absolutely garbage damage, 7. FE/AE and the Contingency are the best examples for this. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 对该项目的细节说明请添加至相关页面. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. 6. This page was last edited on 14 October 2017, at 11:50. 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. In singleplayer you can just mass these, the AI will never counter them. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. Plasma is obviously an exception however- it does too little damage to shields. 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. 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. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. 2 Ancient Macro Batteries; 3. 1. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. 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). Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). 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. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. 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. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. Disruptor type weapons (including Cloud Lightning and Arc Emitters) are very good against Fallen Empires and the Contingency, as they have a lot of shields and armour but relatively little hull. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Cruiser VS Battleship. 6 update. Arc needs to do 13200 to kill. 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. Man ive been playing Stellaris for more then a Year bow and ive gotten pretty Good at it id say but i have no idea how yall manage 50× Crisis. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). 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. Reply Averath Platypus • Additional comment actions. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. The very existence of other independent life forms is a threat to MorningLightMoun. The cost per point of HP is just so garbage for armor, and armor does not regenerate. 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 extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. 8. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. Cloud lightning is an L-size weapon with range 70 and average damage 11. 4 Kinetic Launcher; 3. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. . These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. Torpedoes & Strike Craft, plus Plasma and Arc Emitter 50% shields, 30% armor, 20% hull Destroyers with much the same except no Strike Craft They also have 1 Titan, 23K fleet power by itself. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. 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. A battleship has around 3000 hit points. 6. What am I missing?Stellaris. Against armour (scourge) Lances. Lances are countered with shields, which makes them suboptimal in the start of the battle. 6 update. Make sure you have high accuracy; aux fire control helps for this. Plasma Throwers: tech_plasma_1. This is my attempt to sort out some things and get rid of confusion. . If you aren't going long-range, use a different ship type. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. Giving up one strike craft for the arc emitter is easily worth it. . Magyarharcos. Nov 9, 2023Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. It also adds several new subtrees with technology based on crystals, psionics, gravity. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. From my experience, artillery BS fleets win arc emitter fleets. A battleship has around 3000 hit points. Rest is carrier battleship with arc-emitter on X slot. 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. Tachyon lance is close enough. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. tech_arcane_deciphering: Armored. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. I can see how the arc emitters aren't helping with defense breaking here. 对该项目的细节说明请添加至相关页面. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. Reply. 6+ Stellaris. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 1 Energy Siphon; 2. 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. Against fallen empires I often go for an Arc emitter build. 5 times the fleet power does not suprise. 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. And besides that a Mix of Kinetic and Energy Artillery. 50% get to the shield. 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. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Stellaris Cheats; Technology Codes;. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. Directions. Always go with long-ranged weapons on Battleships, it is their entire strength. 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. 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. which of the 3 type, specifically. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. It shoots a 30° electric arc spreading through nearby walls and between enemies. 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. List of all technology ids in the game to be used with “research_technology” console command. Of course it also costs you the entire hangar front section. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. So the battleships and cruisers try to maintain permanent 100 range while firing. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. I can see how the arc emitters aren't helping with defense breaking here. Crisis need rework. 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. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. 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. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty 50/50 Shields/Armor, Green components I've just added Afterburners for the speed, Artillery Computer Pure arty BB's trade nearly 1:1 with this but they don't have the versatility of Strikecraft so they get shredded by BB counters. r/D4Druid. 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. . tech_arc_emitter_1: Arcane Deciphering. 62 DPS per corvette with fully-upgraded weaponry. 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. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. For the record, in stellaris 2. Depends on the enemy’s defenses. Torpedo Corettes. 6 update. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. so no reverse engineering. In singleplayer you can just mass these, the AI will never counter them. 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. For specific weapons, you can really pick your choice. But not like the status of Arc Emitters in X slot. Ive got arc emitters on my juggernaught for example and it will happily fire them while moving away from the enemy :| That said ive also got battleships with arc emitters which do have to. Asking the Stellaris community a. But I’m also lazy. 2. Generally I fit my ships depending on the composition of enemy fleets. (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. 4. Army doctrine was no retreat for + 33 fire rate. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. 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. Directions. 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. Those low rolls are outweighed by volume of fire. ; About Stellaris Wiki; Mobile view While the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors and Cloud Lightning are unremarkable at best and struggle to compete with the Neutron Launcher and Kinetic Artillery. 25% instead of 50%. DeanTheDull Necrophage • 2 yr. 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). Anti-Shield weapons have that property. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. crystal hull plus the regen from scavenger bot and engineer admiral. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Arc Emitter/Cloud Lightning battleships is the only strong argument I've found as certain builds can make those comically dangerous, at least in the 3. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 1 Missiles; 4. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. Directions. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Numbers roughly add up. Yeah the S- or M plasma on Line Cruisers are fine. 3. The tachyon has 90% armor pen, and -33% shield damage. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. Damage vastly outscales defense in Stellaris. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. Hit multiple targets. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Helican Jul 19, 2016 @ 9:11am. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. if the enemy is strong just check their composition and counter. 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.