arc emitter stellaris. 2. arc emitter stellaris

 
  2arc emitter stellaris  Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth

Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. I tend to try and make them as split and even as possible across the board. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. The other 86% of DPS does not penetrate shields. That said, late game going with the arc emitter front and. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Stellaris cheats and commands. if the enemy is strong just check their composition and counter. I have. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. 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. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. The focused arc emitter does 11. ago. I hadn't noticed it. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. You losing with 1. So you're often better off equipping just the arc. Tachyons are good overall, especially against armour. However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. lances have much better armor penetration. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. 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. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. ago. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Their battleships are armed with arc emitters making every fight a risk. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. In playthrough #2 I'll experiment. And besides that a Mix of Kinetic and Energy Artillery. 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. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. No arc emitters or cloud lightning, just kinetic and non. On a Kinetic Artillery Battleship, Arc Emitters consist ~14% of the DPS. The very existence of other independent life forms is a threat to MorningLightMoun. 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. 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. v2. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. 0. If the enemy is faster, then they cannot. Members Online • [deleted]. 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. The main advantage is that by the End-Game phase (assuming default 2200) you should have a few levels of repeatable tech on Physics for Energy Weapons to make AE+D+CL combo more powerful. 5 damage per shot while completely ignoring shields and armor. If thats Contingency, just use disruptors instead. (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). 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. The Arc emitter splits its damage up too much. 0 most weapons have been re-balanced and are now viable in different situations. ago. 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. Best Lategame Fleets: 20 BS with Forged Plates and Arc Emitter + 3 Lightning 4 BS only StrikeCraft+ PD and 1 Lightning 2 more BS or one Titan. r/Stellaris. The two weapons are attacking different segments of their HP. 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. 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). 6. Hi, so I understand tracking and evasion fairly well enough but I need others to give input on this if they know for certain because the Arc emitter…Literally all you need to do to win by giant margins in stellaris on any difficulty is focus on science and rush battleships with hangers and arc-emitters. Maybe the lack of speed boosts for kiting has been my issue. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Medium disruptor has range 60 and average damage 6. 1. Medium disruptor has range 60 and average damage 6. In singleplayer you can just mass these, the AI will never counter them. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Basically shield + armor pen because FE have very high shields and armor. 解锁:在鼠标浮层中查看. Using crystal plating to improve hull points doesn’t work enough. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Most urgent late game problem. Rare resource cost? neglible compared to everything else on a battleship. Basically the piercing guns and the conventional guns are fighting two different battles: Either the AE destroys the target before the other guns are not done with shields / armor, then even the low DPS from disruptor / cloud would have. Check at black holes systems, especially if it has an enemy warning icon on it. 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. Damage vastly outscales defense in Stellaris. Generally I fit my ships depending on the composition of enemy fleets. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Not enough power for 6 shields. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. 5 combat model. 解锁:在鼠标浮层中查看. 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. 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. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. In singleplayer you can just mass these, the AI will never counter them. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. Those that do will use cloud lightning and arc emitters with a strike craft bay. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. It shoots a 30° electric arc spreading through nearby walls and between enemies. 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. Directions. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. 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. Let's jump into the foundational design before I start explaining. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. 2 Ancient Macro Batteries; 3. 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. FE/AE and the Contingency are the best examples for this. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Arc Emitters are a situational advantage. Stellaris is a colonization game, 0 micro manage or even anything in. 4 Torpedoes; 4. Arc Emitters and Repeatable Hull Point research. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. 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. 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. You need a few from every weapon or you are handicapping yourself. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Current Stellaris Ship Meta (for v3. Its almost like two options are interchangeable. Where's my fucking reactive armor, goddammit. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Thoughts on 3. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. 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. 25 / ×2. 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). 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. 5 combat model. Arc emitters instead of proton/neutron torps and giga cannons. In a space storm, Tachyon Lance just murders things. : r/Stellaris. but stellaris is first and foremost an rp game, do your low tec energy weapons game. Arc emitters + cloud lightning battleships are both fun and worth it. Arc emitter/ carrier core / multi missiles. 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. (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. I hope to get some feedback from this great community too. From my experience, artillery BS fleets win arc emitter fleets. So in ideal Gigacannon situation, Arc remains close. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Go to Stellaris r/Stellaris. While it seems good, it's actually better to use. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. 25) Has Discovery Traditions Tradition (×0. You will be. 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. 0 unless otherwise noted. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. 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). 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. You can try to ambush them by jumping behind them and make their arc emitters useless but this assumes you have a great deal of damage. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. r/D4Druid. Arc Emitters really are the go-to XL in general, expect a. For most of the crises in general what I. The focused arc has 100% armor pen and 100% shield pen. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. only cost a year. 12000. • 4 yr. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 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. 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. The Big RollerOn average every Arc Emitter does 850. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. Stellaris. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). 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. g. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. The tachyon has 90% armor pen, and -33% shield damage. Home;. 3. I've been using arc emitter carriers in my current run against 5x GA Unbidden and Contingency (using mods for forced ~2300 triple crisis), and while they were. Matter Disintegrator - A new approach. So Mega/Giga cannons are the way to go in most cases. 1 hull, so a weapon with lower DPS that can directly go for hull works best. 0) Number of years since game start is greater than 15 (×2. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Otherwise 95% accuracy and 100% accuracy would be pretty similar. Plasma Throwers: tech_plasma_1. In 3. 在steam中打开游戏本地文件夹. Arc emitter is energy weapon. 6 update. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. ; 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. - Nanite weapons and armors. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 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). Crystal plating perhaps but everything else is irrelevant. 6 isn't a Battleship meta. However. Disruptor Corvettes have absolutely garbage damage, 7. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. 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. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. Open console by pressing ~ and enter “research_technology (technology_id_here)”. 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. One can tailor it a bit for Prethoryn/Hidden as needed. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . Significant-Phase-71 • 2 yr. Stellaris. 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. Yeah the S- or M plasma on Line Cruisers are fine. 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. Most urgent late game problem. Discussion Attempt to electe a battleship focus ruler. Stacking more shields over shield capacitor in accessory slot gives more shield value. This is the easiest way to use the guide in game, especially if you don't really plan ahead. Contact. Especially in the early game your enemies will be mostly hull, or at least a pretty balanced mix of hull / shields / armor; in this case the pure hull weapons aren't all that. Frigates are only really good as stealth ambush ships, and in any other role are just worse versions of Cruisers, and Destroyers are really only good as. Because Disruptors are the single worst mainline weapon in the game. That almost never happens. 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. 5 combat model. Also see the issue of ship. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Stellaris Dev Diary #312 - 3. Stellaris. The end of my last game i had 550. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. crystal hull plus the regen from scavenger bot and engineer admiral. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. The giga has 50% armor pen, and an extra 33% shield damage. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. As soon as I get titan I am going to launch an offensive. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. So an arc emitter can two-hit a battleship when lucky. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. There's even an argument for picking the lowest tier engines to save on alloys. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. 1 Energy Siphon; 2. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. 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. 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. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. The damage spreading is somewhat known. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes, and definitely better to use Neutron Torpedoes. So you know how if you destroy the Hull you basically destroy the entire ship. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Arc Emitters are indeed designed to counter corvettes. Just to test it and see if they do or not after playing for fun, I've used a hex editor to increase my research speed to instant and ripped. 23 votes, 22 comments. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. 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. 2. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. But imagine if projectile weapons in Stellaris had no power requirements at all. 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. Stellaris Dev Diary #312 - 3. 0) Number of years since game start is greater than 10 (×2. For the record, in stellaris 2. 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. 对该项目的细节说明请添加至相关页面. 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. For one, I like to micro. So my ideal fleet comp would be torpvettes and arty battleships. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Focused Arc Emitter (energy) Kinetic Artillery (only good for facilitating energy weapons) Neutron Launcher (energy) Devastator Torpedo Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. Best Auras are locating and Reduction of Disengagement chance. Logical-Table-3530 • 2 mo. 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。. Also, the void cloud lightning is better. It just misses an icon. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. Usually you'll get better results. This means 86% of the ships DPS is ineffective until shields are down. But not like the status of Arc Emitters in X slot. 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. If you're going the FAE path, then you don't want Kinetic weapons at all. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Stellaris. - My plan is to completely bypass their shields and armor with my Battleships and then deflecting their torpedoes and Strike Craft with PD and Flak picket. You want as MUCH distance as possible with as much range as possible. Arc Emitters have a base cooldown of 10 days, the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. A complete and up-to-date searchable list of all Stellaris. I can see how the arc emitters aren't helping with defense breaking here. Very few get through as they hit 100% of the time and bypass everything. ago. 2) Battleships with Arc Emitters and Cloud lightings are insanely powerful (especially with AI mod - because with it AI will able to get own repeatables too and since it pen weapons will start to win over "normal" one). 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. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Logical-Table-3530 • 2 mo. 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. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. You can kill him, more efficiently with Battleships(arc emitter/Neutron) and a Corvette(torpedo) screen and hit and run/trickster Admiral and more fleet power. The go-to way to use Whirlwinds is part of a balanced Battleship build. Interact with diverse alien races, discover strange. Standard combo is giga cannon with neutron launchers. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. Generally I fit my ships depending on the composition of enemy fleets. Lance, giga cannon and emitter means anyone will have a bad day. Arc Emitters have 3 strengths: Perfect (100%) accuracy. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Stellaris currently has no AoE of any kind, again barring the minefield aura. 62 DPS per corvette with fully-upgraded weaponry. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. Compatible with Stellaris 2. Adding hull repeatables isn't really possible, because it would. 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. 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). 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Example: I clear the Enigmatic Fortress chain and unlock the research. Stellaris. 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). Against armour (scourge) Lances. Use arc emitters and kinetic battery. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. 8. man. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. Basically, if MD are bad at focusing. 4, XL weapons will. Anti-Shield weapons have that property. 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. FAE stands for Focused Arc Emitter. It's the difference between having +50% damage and attack speed instead of 25%. Arc Emitters are only good against the Contingency. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. It's all about using weapons that complement each other. 1) Cruisers are "poor man battleships" and should be avoided. The tachyon lance does 15. Compare with the same level weapons, it got a. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. 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. Go to Stellaris r/Stellaris. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Hull is 3300. The only time this reverses is against the Unbidden.