Arc emitter stellaris. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. Arc emitter stellaris

 
 Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engageArc emitter stellaris Current Stellaris Ship Meta (for v3

Cloud Lightning is only good if you're using Arc Emitters as well. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Damage on the arc emitter can be 1 to 1700. You need a few from every weapon or you are handicapping yourself. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. )Use a few carrier battleships with Focused Arc emitters and swarmer missiles, swarmer missile destroyers, and a sizable group of either corvettes/frigates and you'll be good to go. There are three X weapons to choose from: the Focused Arc-Emitter, Tachyon Lance, and Giga. 50% pierce through the shield, but gets reduced by 50% of the ships armor. While it seems good, it's actually better to use. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 3 Arc Emitter; 2. Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Members Online • KawaiiNyaruko . It just misses an icon. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. - Biological weapons and armors. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Arc Emitters. 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. ago. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. 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. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. Thanks. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Rare resource cost? neglible compared to everything else on a battleship. ?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 weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). 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. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 0) Number of years since game start is greater than 10 (×2. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. Asking the Stellaris community a. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. Plasma is obviously an exception however- it does too little damage to shields. In singleplayer you can just mass these, the AI will never counter them. Slaanesh-Sama • 4 yr. Plasma Accelerators: tech_plasma_2. 2. 3 Autocannon; 3. Do that and then ONLY arc emitters will be viable as armor and shields are already repeatable, if hull becomes repeatable only weapons that go directly to the hull. The Low roll damage for a Lance is an Average roll for the Arc, even of rate of fire is countering consecutive low rolls you're better off damage wise with. Hit multiple targets. All are pretty good but GC has the edge. Also see the issue of ship. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. 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). One thing I learned recently is that you only need 1 ship per fleet with. Adding hull repeatables isn't really possible, because it would. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. 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. Open console by pressing ~ and enter “research_technology (technology_id_here)”. 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. 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. 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. 0 unless otherwise noted. You will be. 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). Why bother having shields and armour tech when a battleship can have its hull removed with one volley. I don't know what or where things went wrong, but I tried giving the new patch a chance. 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. Against a Xenophobic FE, your best bet is a fleet of Battleships (don't build anything else) with the XLLLL design: first section is Spinal Mount featuring an X weapon using the Arc Emitter / Focused Arc Emitter (this is really important), second section should be Artillery and have 3x L weapon, and last should have a single L slot. 解锁:在鼠标浮层中查看. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. 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. Basically shield + armor pen because FE have very high shields and armor. Each of the next sections, except for the few last ones, are an overview. Logical-Table-3530 • 2 mo. Plasma Cannons: tech_plasma_3. 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. Usage. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. So the battleships and cruisers try to maintain permanent 100 range while firing. 2. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. The only difference was they were. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. Battleships will be build, but not very many. Tho i have yet too see anything beat Arc Emitter spamm. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. There is no best weapon. Cruiser VS Battleship. The advantage of the Arc Emitter is a 10% higher base accuracy. 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. Disruptors are good in two contexts: late-endgame when everyone is in the repeatable tech chain, or early/mid-game when you're trying to snipe Fallen Empire end-game techs. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. 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. Lances are countered with shields, which makes them suboptimal in the start of the battle. Stellaris Cheats; Technology Codes;. 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. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. Thus we can expect a Revenant to die for every 5 Arc Emitters. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Arc Emitter + Cloud Lightning is the combo. (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. Playing against a 25x Contingency. 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. 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. 6+ Stellaris. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Targetting priorities. 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. Using crystal plating to improve hull points doesn’t work enough. Strikecraft are the same but also clean up small ships very effectively. 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. Focused Arc Emitters and Clould Lightning is best. In playthrough #2 I'll experiment. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. The Contingency got nerfed pretty hard in 1. 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. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 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. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. ago. 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. A complete and up-to-date searchable list of all Stellaris. You either go with 4 Neutron Launchers or 4 Cloud Lightning. Auto-best is not good, it frequently makes completely nonsensical design decisions. 4 Torpedoes; 4. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. Arc emitters + cloud lightning battleships are both fun and worth it. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. The reason may be that the unbidden fleet is spread out across a radius of close to 60. 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). The advantage of the Arc Emitter is a 10% higher base accuracy. About 1. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. 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. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. I don't know what or where things went wrong, but I tried giving the new patch a chance. so no reverse engineering. For the record, in stellaris 2. 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. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. Jun 28, 2022. Army doctrine was no retreat for + 33 fire rate. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. 1 Energy Siphon; 2. rarely see empire use cloud lightning as weapon. Jump to latest Follow Reply. I tend to try and make them as split and even as possible across the board. If you aren't going long-range, use a different ship type. In stellaris 2. 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. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. 6. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. 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. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. tech_arcane_deciphering: Armored. And besides that a Mix of Kinetic and Energy Artillery. You just necro'd a post 18 months old. Stellaris. 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. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Otherwise the dps is too low in comparison to other options. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. 50% get to the shield. And if you are going to weild corvettes (and you should, both for the speed boost to your main fleet and as effective 'ablative armor') then they should actually be doing something. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. – X-slot weapons and L-slot long-range weapons range are reduced. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Crisis fleets are not big in numbers. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 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. 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). Also see the issue of ship computer. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. 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. Stellaris. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1 Mass Driver; 3. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. 5 combat model. The tachyon has 90% armor pen, and -33% shield damage. but stellaris is first and foremost an rp game, do your low tec energy weapons game. Cruisers are plain useless except for missile boats to diverse DMG output. 1. Go to Stellaris r/Stellaris. 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. To my knowledge you can't arm corvettes with torpedos without nodding. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Cloud lightning is an L-size weapon with range 70 and average damage 11. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. A small amount of Point Defense defends against Torpedoes and. Arc emitter is energy weapon. • 1 yr. You want as MUCH distance as possible with as much range as possible. 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. 0 unless otherwise noted. man. 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. 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. 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. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. Arc Emitters are great if you stack a fleet with them. 5 damage per shot while completely ignoring shields and armor. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Get the +20% range admiral. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. But even then I will tend to go Giga if there. Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. 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. 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). 3 Arc Emitter; 2. However, this build has the disadvantage of range. 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. FAE stands for Focused Arc Emitter. From my experience, artillery BS fleets win arc emitter fleets. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Focused Arc Emitter in the front, a couple hangars in the core, and a couple Whirlwind Missiles in the stern should theoretically create a design that will be moving between 120 and 150 range. 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. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. 1. 在这个文件夹中找到两个能够使用Excel打开的文件,一个是ODS文件,一个是CSV文件,ODS文件是打开后不会乱码十分整齐的文件. In singleplayer you can just mass these, the AI will never counter them. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. If thats Contingency, just use disruptors instead. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. 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. Weapons try to maximize their damage. Accuracy useless since arc emitter is 100%. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. For one, I like to micro. e. Titan. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Arc Emitter + cloud lightning battleships, with or without PD destroyers. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Crisis need rework. Mega Cannons+Neutron Launchers are more efficient otherwise. - Nanite weapons and armors. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Arc emitters + neutron launchers > the rest. Issue 2: Some ships can take the hit. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Arc Emitters really are the go-to XL in general, expect a. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Numbers roughly add up. Torpedo Corettes. BEEIKLMRU. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Directions. . Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. Embarrassingly, I'm still a hefty novice when it comes to ship design. Home; Guides; Code Lists. This means 86% of the ships DPS is ineffective until shields are down. 62 DPS per corvette with fully-upgraded weaponry. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. And 5x T5 large shields and 1 T5 armor. It’s inside the forward hard mount, then a little up. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. 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. Arc Emitters: tech_arc_emitter_1. 12000. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. 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. 0) Number of years since game start is greater. 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. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Members Online. • 1 yr. Plasma is good, but it should also be paired with kinetic weapons. ago. 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. 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. 3. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. The only difference was they were using Arc. Against armour (scourge) Lances. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . But this is close enough that you propably need a much longer test set to be sure. How do you guys handle them?Lasers suck against shields. True that Stellaris previously had balance issues when a bunch of naked corvettes were stronger then "normal" fleet on same money, but it was fixed loooong time. 4. These cruisers went directly for the backline. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. Stacking more shields over shield capacitor in accessory slot gives more shield value. Ultimately went Kinetic on Battleships and Plasma on cruisers. Stellaris. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Example: research_technology tech_starbase_3. (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). r/D4Druid. 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. 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. - 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. This is my first time I played with Stellaris, I think this is Stellaris Apocalypse, and apart from an early aborted attempt, this is my first game, so I don't know what can be. ( stellaris noob) i dont have dlc so idk if that contributes Most of what I do doesn't striclty require a DLC. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. Compare with the same level weapons, it got a. 0. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Arc emitters are unreliable in terms of damage, which limits their effectiveness. 4. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. This mod also adds two new technologies to the. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 25% instead of 50%. 8. Cloud Lightning is only good if you're using Arc Emitters as well. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. I did some research and have arc emitters, which should be helpful. The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. 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. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. However, once shields are down it's the weakest of the spinal mount weapons. 0) Number of years since game start is greater than 15 (×2. Lance, giga cannon and emitter means anyone will have a bad day. 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. Indeed they are bad at pretty much everything else - but that they can do good. Might actually be better for keeping your Battleships healthy, now that I think about it. 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). 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Depends on your other ships and weapons and what type of defense your enemy is using. 6 I find that normal torpedo cruiser fleets to counter large ships and battleships fitted with arc emitters, hangar bodies and whirlwind missiles to kill everything else works great. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. • 4 yr.