arc emitter stellaris. 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. arc emitter stellaris

 
6, that means larger ships like battleships can only conceivably make use of hardening, as corvettes/frigates don't have enough aux slots to botherarc emitter stellaris 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image

so no reverse engineering. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 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). Against shields ( unbidden ) mega cannons. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. 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. Accuracy useless since arc emitter is 100%. Plus given XL weapons have incredible range and that shields are the first layer of defense, using Giga cannons means you can get their shields down quicker so that by the time you've got. When stellaris was updated to 3. 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. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. Arc emitters instead of proton/neutron torps and giga cannons. 6 update. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 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. it is in the same category as the disruptor and the arc emitter. Arc Emitters have 3 strengths: Perfect (100%) accuracy. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. rarely see empire use cloud lightning as weapon. r/D4Druid. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 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. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. 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. The go-to way to use Whirlwinds is part of a balanced Battleship build. you need kinetics to lower shields for the nl though. 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. It's contextual really. FAE stands for Focused Arc Emitter. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. The downside is this is considered late game, because you must research Gamma Lasers to unlock Disruptors, then research all disruptor tech to unlock Arc. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. 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. 1) Cruisers are "poor man battleships" and should be avoided. ago. Finally, the focused arc emitter is very good, particularly because it never misses. 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. 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. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. r/Stellaris. Tho i have yet too see anything beat Arc Emitter spamm. 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. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 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. 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. They are the reason battleships are the best ship class in the game, that being said arc emitters are not good until you have a large number of repeatables (about 10 or more). I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. Still, in 3. I don't know what or where things went wrong, but I tried giving the new patch a chance. Directions. Arc Emitters are also quite OP. The alternative weapons are redundant and inferior in comparison as kinetic artillery and tachyon lances are both low in stats and bad against shields respectively. 6 update. 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. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. It's all about using weapons that complement each other. I must add, lances at hitscan, meaning as soon as they fire they touch the enemy, same for arc emitters, but mega cannons are not, they have travel. Minimum range means, that ships cannot fire too close with certain weapons. 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. 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. 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. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. 在steam中打开游戏本地文件夹. The Big RollerOn average every Arc Emitter does 850. So Mega/Giga cannons are the way to go in most cases. DeanTheDull Necrophage • 2 yr. Reply. 3 Swarmer Missiles; 4. 5 combat model. The end of my last game i had 550. 对该项目的细节说明请添加至相关页面. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. Stacking more shields over shield capacitor in accessory slot gives more shield value. 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. Is it the Focused Arc Emitter o. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Embarrassingly, I'm still a hefty novice when it comes to ship design. Members Online. 6 Ancient Saturator Artillery; 4 Explosive weapons. 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. Using crystal plating to improve hull points doesn’t work enough. 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. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. If the enemy is faster, then they cannot. 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. . So my ideal fleet comp would be torpvettes and arty battleships. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. 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). 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. Arc emitters are another option to deal with ships that have high shields and/or high armor values but mediocre hull points (like the contingency). Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. These IDs are usually used with the research_technology tech ID command. For one, I like to micro. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. So you're often better off equipping just the arc. 2 days faster than the Arc. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. Anti-Shield weapons have that property. 1 Missiles; 4. The effect seems surprised and i feel a lot. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Reply ironsasquash. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. Thanks. KA are long range and each 1/3 of a Gigacannon in firepower. InflationCold3591 • 3 mo. Stellaris. 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. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Getting thorugh. Selenba • 3 mo. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. tech_arcane_deciphering: Armored. Especially about the targetting AI. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. . So the battleships and cruisers try to maintain permanent 100 range while firing. This page was last edited on 14 October 2017, at 11:50. (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. Auto-best is not good, it frequently makes completely nonsensical design decisions. 3. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. A complete and up-to-date searchable list of all Stellaris technology IDs. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. 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. 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. (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. 3. 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. 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. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. While it seems good, it's actually better to use. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. 4. ago. You need to start a new game. E. 具体改法为(仅适用于steam正版):. Still, in 3. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Directions. BB Arc emitter cloud lightning in 3. Keep. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. Home; Guides; Code Lists. The giga has 50% armor pen, and an extra 33% shield damage. In stellaris 2. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. Arc Emitters are a situational advantage. 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. 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. 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. 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. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. 2 since they lost their Arc Emitters for Tachyon Lances. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. I know stellaris ship design is a lot of countering enemy ships, but in general, is having a fleet that mainly targets hull a…Stellaris. (×1. Basically shield + armor pen because FE have very high shields and armor. 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). that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. (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. Depends on your other ships and weapons and what type of defense your enemy is using. 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. Arc Emitters are indeed designed to counter corvettes. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. ok, i'll explain it one more time: that cloud lightning weapon (medium sized) is NOT the same as the arc emitter and it's completely unrelated to the tech. 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. Helican Jul 19, 2016 @ 9:11am. It can be issue when you have 3-6 battleships. Which result in inability to fire those weapons. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. This is a searchable and complete list of Stellaris technologies and their IDs. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. 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. 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. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. but stellaris is first and foremost an rp game, do your low tec energy weapons game. Most urgent late game problem. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. Slaanesh-Sama • 4 yr. Arc needs to do 13200 to kill. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 25+ arc emitters (or 50+ if you stack fleets) going off before the enemy is even in range will cause casualties and can win you a battle before it even properly started. Gigacannon needs to do 12600 to kill. Plasma Cannons: tech_plasma_3. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. The cost per point of HP is just so garbage for armor, and armor does not regenerate. 25 / ×2. 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. I think the meta is Giga Cannon with neutrons. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Thats is our aim. Tachyon Lances:The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. Otherwise 95% accuracy and 100% accuracy would be pretty similar. 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. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. . Playing against a 25x Contingency. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. 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. It's a Cruiser meta. However, this build has the. The tachyon has 90% armor pen, and -33% shield 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 provide a. Stellaris currently has no AoE of any kind, again barring the minefield aura. Rare resource cost? neglible compared to everything else on a battleship. Of course it also costs you the entire hangar front section. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. 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). 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. No arc emitters or cloud lightning, just kinetic and non. (battleship/cruiser with gigacannon and arc emitter) and fodder arm (corvettes with swarm combat computer) Keep all Star bases at chokepoints upgraded and armed to the teeth, build missile defense platforms or, even better, strike craft platforms because as I’ve said before THEYRE THE HOT THING right now. Unbidden: Unbidden is the only time that Arc Emitters actually shine. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. 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. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. To quickly find a tech in this list press ctrl + f and type in the techs name. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . Standard combo is giga cannon with neutron launchers. which of the 3 type, specifically. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. Significant-Phase-71 • 2 yr. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 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. 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. 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. 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. Stellaris is a colonization game, 0 micro manage or even anything in. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. I tend to try and make them as split and even as possible across the board. 6. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Giga cannons do not do the job like arc emitters and cloud lighting is too short. Targetting priorities. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. but medium sized brawler cruisers and destroyers+corvette swarms with small distruptors are very effective against contingency ships if combined with cloud lighting and arc emitter/carrier battleships as they negate contingency ships heavy armor and shields while. And 5x T5 large shields and 1 T5 armor. Fighting FE / AE is one of the best-understood military scenarios in Stellaris because it is so clear-cut: Focused Arc Emitter Battleships are the best setup to have, by a massive margin. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. The reason may be that the unbidden fleet is spread out across a radius of close to 60. So my ideal fleet comp would be torpvettes and arty battleships. Arc emitters + cloud lightning battleships are both fun and worth it. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. 3. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Strikecraft are the same but also clean up small ships very effectively. crystal hull plus the regen from scavenger bot and engineer admiral. 6 isn't a Battleship meta. In singleplayer you can just mass these, the AI will never counter them. Always go with long-ranged weapons on Battleships, it is their entire strength. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. 解锁:在鼠标浮层中查看. So an arc emitter can two-hit a battleship when lucky. 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. Void clouds live to hang out there. Now im not a pro Stellaris gamer by any means so I figured id ask on the forums abit to see what is meta in the game. Battleships will be build, but not very many. Stellaris. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. 2 Null Void Beam; 3 Kinetic weapons. So that makes them quite strong for sure. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. ) Reply . 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. 2 Ancient Macro Batteries; 3. Basically arc does 25% damage as shields are enough. Accepted Payments控制台( console ),是群星( Stellaris )中用于修改,调试的一个控制器。 注意,本页面中的+号大多指空格。注意想知道名称或者需要可以输入debugtooltip来实现。 注: 铁人. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. 2. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Compatible with Stellaris 2. I still recommend battleships but you will suffer losses. 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). First, range. They've pretty effectively countered your fleet build, since the energy weapons can take down your. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. Community Hub. technology IDs. BEEIKLMRU. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). XL weapons target large ships first and large ships have lots of armor. Crystal plating perhaps but everything else is irrelevant. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Focusing fire poorly also makes it more likely, but is bad overall. Example: research_technology tech_starbase_3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 0) Number of years since game start is lower than 5 (×2. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. ago. Damage on the arc emitter can be 1 to 1700. Loadout. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. ; 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I can see how the arc emitters aren't helping with defense breaking here. The design gets even better if the crisis is the Scourge because their special fighter you can scavenge from debris does more damage and has 66% armor penetration (instead of just bonus armor damage) in addition to the normal 100% shield penetration. 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. 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. 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. Considering how much shielding the Unbidden have, and Arc Emitters ignore all armour and shields, they seem to be the go-to XL slot weapon. Arc Emitters and Repeatable Hull Point research. 例如:“异种. 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. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Why bother having shields and armour tech when a battleship can have its hull removed with one. 4 Torpedoes; 4. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. That said, late game going with the arc emitter front and two hangar bays works out nicely to both counter enemy battleships with the arc emitters and other ships that don't have XL weapons with the strike craft (and arc emitter). These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. 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. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. So an arc emitter can two-hit a battleship when lucky. The focused arc emitter does 11. MorningLightMountain is Prime. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. ( stellaris noob) i dont have dlc so idk if that contributes Most of what I do doesn't striclty require a DLC. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Members Online • [deleted]. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Against armour (scourge) Lances. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. In singleplayer you can just mass these, the AI will never counter them. 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. 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. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. It is only visual bug and doesn't affect actual damage to enemies. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. The Arc emitter splits its damage up too much. 64 DPS. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. 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. 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. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. 4 Anti-Shield. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. Lances decimate armour, but are hopeless against shields. Computing The Computing tech tree focuses on Research, sensors and espionage. I remember a few patches ago certain weapon types weren’t affected by repeatables. 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. 6. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. For one, I like to micro. Arc Emitters really are the go-to XL in general, expect a. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. Cruisers are plain useless except for missile boats to diverse DMG output. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. 3. Very few get through as they hit 100% of the time and bypass everything. Go to Stellaris r/Stellaris. This means 86% of the ships DPS is ineffective until shields are down. Against fallen empires I often go for an Arc emitter build. In singleplayer you can just mass these, the AI will never counter them. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my.