Arc emitter stellaris. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. Arc emitter stellaris

 
 If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limpsArc emitter stellaris  So on the alpha strike alone, the Carriers are killing 26 Corvettes

Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. It’s inside the forward hard mount, then a little up. 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. 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. The risk changes if it's the Spiritualist FE. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. 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. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. 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. Nemesis Patch #2 Released! MrFreake_PDX. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. Highlights include: - Psionic weapons. I still recommend battleships but you will suffer losses. In singleplayer you can just mass these, the AI will never counter them. Medium disruptor has range 60 and average damage 6. What am I missing?Stellaris. 3 Arc Emitter; 2. That said, late game going with the arc emitter front and. Compare with the same level weapons, it got a. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. ago. 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. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. man. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. A complete and up-to-date searchable list of all Stellaris technology IDs. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 2 Ancient Nano-Missile Cloud Launcher; 4. Normally that's only the fallen / awakened empires. . Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. 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. 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. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. FAE stands for Focused Arc Emitter. 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. Directions. BB Arc emitter cloud lightning in 3. 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. NK_2024 Collective Consciousness • 3 yr. Adding hull repeatables isn't really possible, because it would. g. 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。. I did some research and have arc emitters, which should be helpful. I'm a veteran of Stellaris, playing since super early days. Arc Emitter + cloud lightning battleships, with or without PD destroyers. Go to Stellaris r/Stellaris. Stellaris. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Unbidden: Unbidden is the only time that Arc Emitters actually shine. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. The tachyon has 90% armor pen, and -33% shield damage. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. The giga has 50% armor pen, and an extra 33% shield damage. Go to Stellaris r/Stellaris. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. They tried to borrow from EVE Online, I guess, but didn't quite finish. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my. Standard combo is giga cannon with neutron launchers. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. 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). After your first fleet engages, have a second fleet of naked battleships engage. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Most urgent late game problem. Example: I clear the Enigmatic Fortress chain and unlock the research. 2 Null Void Beam; 3 Kinetic weapons. 1 hull, so a weapon with lower DPS that can directly go for hull works best. 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. The advantage of the Arc Emitter is a 10% higher base accuracy. Home; Guides; Code Lists. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. You want as MUCH distance as possible with as much range as possible. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. In singleplayer you can just mass these, the AI will never counter them. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. I don't know what or where things went wrong, but I tried giving the new patch a chance. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but doesn't mention that since 1. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. 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. So that’s 2M damage per week. I have. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. Check at black holes systems, especially if it has an enemy warning icon on it. 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. The focused arc emitter does 11. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. . An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. 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 other 86% of DPS does not penetrate shields. This is a searchable and complete list of Stellaris technologies and their IDs. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. 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. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. Stellaris. 6. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 6. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). 5 combat model. I tend to try and make them as split and even as possible across the board. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. Thanks. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. In playthrough #2 I'll experiment. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. 解锁:在鼠标浮层中查看. 3 Swarmer Missiles; 4. so no reverse engineering. Use the torpedo computer, and fill up free slots with missiles. 44. And besides that a Mix of Kinetic and Energy Artillery. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. Life is MorningLightMountain. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Helican Jul 19, 2016 @ 9:11am. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. Lances decimate armour, but are hopeless against shields. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). 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. ago. You'd need 20 Corvettes with x3. 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。. 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. Rare resource cost? neglible compared to everything else on a battleship. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Cruisers with a torpedo front, a hangar mid, and the gunship stern. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. 4 Kinetic Launcher; 3. ago. Go to Stellaris r/Stellaris. This mod also adds two new. So in ideal Gigacannon situation, Arc remains close. 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. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. 0. 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. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. 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. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Ultimately went Kinetic on Battleships and Plasma on cruisers. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 0) Number of years since game start is greater. In EVE, for example, the projectile weapons don't use energy, at all. So I’m currently fighting the Contingency, so my fleets are all specked to Arc Emitters and Cloud Lightning with some corvette fleets with Phase Disrupters. Go to Stellaris r/Stellaris. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. 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. Arc emitters + cloud lightning battleships are both fun and worth it. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 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. They've pretty effectively countered your fleet build, since the energy weapons can take down your. Magyarharcos. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. Range will not be in your favor, though. 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. 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. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The focused arc emitter does 11. 1. 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. Stellaris. 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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Generally I fit my ships depending on the composition of enemy fleets. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Current Stellaris Ship Meta (for v3. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Their damage is. Go to Stellaris r/Stellaris. 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. 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. (×1. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the. E. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. 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. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. 25 / ×2. Members Online • KawaiiNyaruko . Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. 0) Number of years since game start is lower than 5 (×2. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. First, range. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. 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. Stellaris is a. Tachyons are good overall, especially against armour. Community Hub. Arc emitters are unreliable in terms of damage, which limits their effectiveness. FAE stands for Focused Arc Emitter. 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. Void clouds live to hang out there. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. rarely see empire use cloud lightning as weapon. 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. 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. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 8* 한국어 패치 및 설명. 4. Amongst the battleship based weapons in vanilla Stellaria, it seems that the Arc Emitter is over powered because it completely bypasses shields and…XL arc emitter bypass all shields and all armour and phase disrupters do the same. (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. Indeed they are bad at pretty much everything else - but that they can do good. (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. The end of my last game i had 550. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. The go-to way to use Whirlwinds is part of a balanced Battleship build. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. 0) Number of years since game start is greater than 10 (×2. I'm a veteran of Stellaris, playing since super early days. The two weapons are attacking different segments of their HP. Weapons try to maximize their damage. 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. Directions. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. The Arc emitter splits its damage up too much. 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). If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. Of course when Neutrons or the other X slots are in play, sustained DPS isn't really a factor when the alpha strike is all that matters. This means 86% of the ships DPS is ineffective until shields are down. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). focused arc emitter would be awesome if there was a good armor ignoring L slot weapon but there isnt (cloud lightning has bad range and bad dps) Its worth it to go for arc emitters and leave the other slots empty as soon as your opponent has less than ~1/3 to 1/4 their defenses in form of hull, which is the case for fallen empires, contingency. Focused arc emitter battleships for contingency and unbidden, tachyon lances for prethoryn, run strike craft with either with contingency and unbidden they help by ignoring shields and thus can actually aid the FAEs in doing damage and with prethoryn they help by killing enemy strike craft ( even though prethoryn strike craft are really slow. 对该项目的细节说明请添加至相关页面. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Probably artillery is better. Hit multiple targets. 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. 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). 12000. Ultimately went Kinetic on Battleships and Plasma on cruisers. 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. A complete and up-to-date searchable list of all Stellaris. Against armour (scourge) Lances. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. A better and stronger Arcology Project hsa. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. There are only very select circumstances where they are preferable to other weapons: either if you are well behind in tech that you'd lose a straight slug fest, or are so late in the game that armor/shield renewables are overwhelming to anything but arc emitters. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. Unbidden anchors provide 50% hardening to all units in the system. Society I usually alternate between the +15 Admin Cap boost (just to remove Beauracrat jobs to something more useful) and +5 year Leader lifespan just to keep high. 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). One thing I learned recently is that you only need 1 ship per fleet with. Still, in 3. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Cloud Lightning; Giga Cannon vs Kinetic Artillery). 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. 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. 25% instead of 50%. 4. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Maybe the lack of speed boosts for kiting has been my issue. 2. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. Stellaris has a rather cheap upgrade system, where its easy to switch designs. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. One can tailor it a bit for Prethoryn/Hidden as needed. . 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. 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. (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. 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. 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. Stellaris. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. 例如:“异种. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. The only difference was they were using Arc. But I’m also lazy. You want +5% Damage buffs more than +5% rate of fire, to a point. 2 Ancient Macro Batteries; 3. Arc Emitters and Repeatable Hull Point research. ; 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. But I’m also lazy. Plasma is good, but it should also be paired with kinetic weapons. Loadout. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. G spot is too hard to find on corvettes hehe. It shoots a 30° electric arc spreading through nearby walls and between 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. : r/Stellaris. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Don't even research them. 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. That almost never happens. 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. It can be issue when you have 3-6 battleships. Its almost like two options are interchangeable. ago. 0 unless otherwise noted. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. It's the difference between having +50% damage and attack speed instead of 25%. In stellaris 2. Depends on your other ships and weapons and what type of defense your enemy is using. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. I Iast played Stellaris a year ago, and I was shocked to see AI empires having fleet strengths in the millions. 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. Tier 0 is used for starting technologies. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. Titan full Loadout of best Design. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. 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. 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. Gigacannon needs to do 12600 to kill. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. 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. Arc Emitter + Cloud Lightning is the combo. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. You losing with 1. 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. What many forget is that damaging the hull directly reduces the attack effectiveness of the target by half of the damage taken: it's -50% effectiveness at 0 HP so -25% at half HP. I tend to try and make them as split and even as possible across the board. crystal hull plus the regen from scavenger bot and engineer admiral. - Nanite weapons and armors. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Stellaris. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. You wanna destroy them before they can even close in. Cloud lightning is an L-size weapon with range 70 and average damage 11. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. But if you are hellbent on having your race get close without going crisis, then i suggest the following: 40% generic corvette 20% PD corvette 20% torpedo cruiser with normal missiles on S slots, and dual afterburner to get close quickly. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. What am I missing?Stellaris. Just focus on Battleships with: full shields (their only weapons are energy based, and your strike crafts+point defense should easily neutralize theirs), cloud lightning/arc emitters (they have strong shields/armor but weak hull), point defense and strike crafts to neutralize theirs as already stated. The Meta Artillery Battleship™ is Giga Cannon + Neutron Launchers (although an argument can be made for 3 Neutron + 1 Kinetic), with the Carrier variant replacing the middle section with Carrier and taking Arc Emitter (you can skip small slots and PD, they will do nothing unless you’ve let the enemy get into melee range). Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Otherwise 95% accuracy and 100% accuracy would be pretty similar. 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. Crisis need rework. I’ve had trouble in the past with their arc emitters and need a counter. Null Void beams are great for a full energy build, mostly because they have amazing range on them for taking down shields. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. which of the 3 type, specifically. 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. 6 update. technology IDs. The Arc emitter splits its damage up too much. 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. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. 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. Use arc emitters and kinetic battery.