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Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Their battleships are armed with arc emitters making every fight a risk. Pound for pound they do more damage than Focused Arc Emitters and Cloud Lightning and have greater range, but they still have to chew through shields. 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. 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. 2. 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. Interact with diverse alien races, discover strange. Arc Emitter + Cloud Lightning is the combo. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. They also still lose against corvettes with similar results. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. I still recommend battleships but you will suffer losses. You losing with 1. 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. 3. If you're going the FAE path, then you don't want Kinetic weapons at all. 2. Giga can spread damage to help take down shields then tachyon focus fires. BEEIKLMRU. Then roll them up with your own arc emitter battleships, preferably from behind their battlecruisers. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. Auto-best is not good, it frequently makes completely nonsensical design decisions. But I’m also lazy. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. As soon as I get titan I am going to launch an offensive. Weapons try to maximize their damage. 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. I'm a veteran of Stellaris, playing since super early days. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. 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. Cloud Lightning is only good if you're using Arc Emitters as well. I’ve had trouble in the past with their arc emitters and need a counter. So my ideal fleet comp would be torpvettes and arty battleships. Nov 9, 2023Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Ultimately went Kinetic on Battleships and Plasma on cruisers. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Against armour (scourge) Lances. Stellaris technology list and IDs cheat. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ago. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 6. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. Range will not be in your favor, though. And the damage buff of weapon type, should be multiplying. I think the meta is Giga Cannon with neutrons. On a Kinetic Artillery Battleship, Arc Emitters consist ~14% of the DPS. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. In singleplayer you can just mass these, the AI will never counter them. 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. 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. Thoughts on 3. All are pretty good but GC has the edge. 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. 50% get to the shield. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. Tho i have yet too see anything beat Arc Emitter spamm. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. 55. Army doctrine was no retreat for + 33 fire rate. It seems that arc emitters are slightly better. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Videogames, Guides, Cheats and Codes. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. A focused arc emitter + cloud lightning battleship is hitting for 150. You just necro'd a post 18 months old. 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。. Giga cannons do not do the job like arc emitters and cloud lighting is too short. List of all technology ids in the game to be used with “research_technology” console command. Proton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. 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). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. Lances are countered with shields, which makes them suboptimal in the start of the battle. A small amount of Point Defense defends against Torpedoes and. (×1. 2 Ancient Nano-Missile Cloud Launcher; 4. So an arc emitter can two-hit a battleship when lucky. How do you guys handle them?Lasers suck against shields. Giga Launcher + Kinetic Artillery is also a good alternative to rip through their shields, or maybe even missiles given that they have shield penetration, but those require another set of repeatables. 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. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Home;. 1 Missiles; 4. Reply Averath Platypus • Additional comment actions. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. r/D4Druid. Crisis fleets are not big in numbers. Community Hub. Arc Emitters are already balanced, and don't need a change. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. You need to start a new game. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. So that makes them quite strong for sure. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. E. 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 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. 3. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. technology IDs. Thanks. Titan. 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. This is only especially useful against fallen/awakened empiers since they invest heavily in armour and shield while having comparatively few hull points, due to the fact these weapons tend to have significantly notably worse DPS than other weapon types. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. Compatible with Stellaris 2. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. I’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. So on the alpha strike alone, the Carriers are killing 26 Corvettes. So for a somewhat new person like me this sounds fantastic and that I should basically only use. One thing I learned recently is that you only need 1 ship per fleet with. Hull is 3300. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Still, in 3. Stellaris. 1 Titan for snare aura to reduce enemy disengage. I have. 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. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. Now im not a pro Stellaris gamer by any means so I figured id ask on the forums abit to see what is meta in the game. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. 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. 0) Number of years since game start is greater than 10 (×2. 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. 4. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 2 Ancient Macro Batteries; 3. Go to Stellaris r/Stellaris. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Arc emitter is energy weapon. I guess what I am frustrated about is that Stellaris gives you many options for. 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. I personally feel that Neutron Launchers make a better pairing with the Focused Arc Emitter precisely for this reason, since they punish hull-heavy ships that counter the Focused Arc Emitter. 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. 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 advantage of the Arc Emitter is a 10% higher base accuracy. Nah. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty 50/50 Shields/Armor, Green components I've just added Afterburners for the speed, Artillery Computer Pure arty BB's trade nearly 1:1 with this but they don't have the versatility of Strikecraft so they get shredded by BB counters. 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. Members Online • KawaiiNyaruko . Directions. The tachyon has 90% armor pen, and -33% shield damage. ago. 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. They never miss and wholly bypass armour and shields. Go to Stellaris r/Stellaris. 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. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. 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). Standard combo is giga cannon with neutron launchers. Arc emitters + neutron launchers > the rest. This mod also adds two new technologies to the. If thats Contingency, just use disruptors instead. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. 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. 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. 2 Null Void Beam; 3 Kinetic weapons. I've done the math and tests. Those low rolls are outweighed by volume of fire. They tried to borrow from EVE Online, I guess, but didn't quite finish. 0) Number of years since game start is greater. 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. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. 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. This page was last edited on 14 October 2017, at 11:50. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Edited to clearfy what i mean is i read that a battleship buld with just one arc emitter nothing else no upgrades no shields one regen hull if you have the tech and just basic {FTL,. Tachyons are good overall, especially against armour. e. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. In a space storm, Tachyon Lance just murders things. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. 0 unless otherwise noted. ago. 6+ Stellaris. One mechanic in favor of bypass weapons is that ships lose 1% fire rate for every 2% hull lost, thus an alpha strike from Arc Emitters can reduce sustained damage from enemy fleets. There is no best weapon. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. . 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. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. Jump to latest Follow Reply. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 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. 12000. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. 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. 5 Mega Cannon; 3. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how about. Just the same options again and again. 50% pierce through the shield, but gets reduced by 50% of the ships armor. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. It's all about using weapons that complement each other. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. A battleship has around 3000 hit points. Look up their compositions, and the tips against a specific FE here. Keep. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. So the battleships and cruisers try to maintain permanent 100 range while firing. But this is close enough that you propably need a much longer test set to be sure. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. 具体改法为(仅适用于steam正版):. Numbers roughly add up. Throw in a titans perdition beam and then you are having a party. Torpedo Corettes. 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. : r/Stellaris. 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. 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. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. Content is available under Attribution-ShareAlike 3. While it seems good, it's actually better to use. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. Weapons try to maximize their damage. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 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。. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Life is MorningLightMountain. 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. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. 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). Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. In singleplayer you can just mass these, the AI will never counter them. 05) and (0. The giga has 50% armor pen, and an extra 33% shield damage. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. Crisis need rework. 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. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. First, range. 3 Arc Emitter; 2. So the battleships and cruisers try to maintain permanent 100 range while firing. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. 6 update. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. 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. Basically arc does 25% damage as shields are enough. To my knowledge you can't arm corvettes with torpedos without nodding. KA are long range and each 1/3 of a Gigacannon in firepower. Arc Emitters and Repeatable Hull Point research. Most urgent late game problem. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. Unbidden anchors provide 50% hardening to all units in the system. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Go with 3 BS variants anyway then you got all your vases covered. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I use cheap modules (arc emitters, tier 1 engines, crystal platings, if I had researched auxiliary fire control I would have added it, also before end game events I use regenerating hull tissue to reduce casualties), in x1 tech/tradition I would consider using shields instead, to survive 2-3 hits from large matter disintegrator. Is it the Focused Arc Emitter o. Hit multiple targets. Arc emitters are another option to deal with ships that have high shields and/or high armor values but mediocre hull points (like the contingency). Synergizes well with the Carriers core. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. 45k did it for me with nearly no losses and it was quick AF. 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. I tend to try and make them as split and even as possible across the board. The only time this reverses is against the Unbidden. FAE stands for Focused Arc Emitter. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. 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. The damage variance may seem like a turn off, but with over 100 arc emitters firing off at once at + 300% fire rate, damage variance matters little, and works wonders for fleet combat, as it doesn't matter how much armor or shield repeatable your enemies research, the only way to increase hull is with researching non repeatable techs, and. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. Mega Cannons+Neutron Launchers are more efficient otherwise. Plasma is good, but it should also be paired with kinetic weapons. However, once shields are down it's the weakest of the spinal mount weapons. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. The only difference was they were using Arc. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Focusing fire poorly also makes it more likely, but is bad overall. Stacking more shields over shield capacitor in accessory slot gives more shield value. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 3. ago. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 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. The focused arc has 100% armor pen and 100% shield pen. 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. I hadn't noticed it. 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. (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. 0 unless otherwise noted. The risk changes if it's the Spiritualist FE. Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Crystal plating perhaps but everything else is irrelevant. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). But not like the status of Arc Emitters in X slot. But imagine if projectile weapons in Stellaris had no power requirements at all. Let's jump into the foundational design before I start explaining. For one, I like to micro. 50% pierce through the shield, but gets reduced by 50% of the ships armor. It's the difference between having +50% damage and attack speed instead of 25%. Don't even research them. Which result in inability to fire those weapons. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Go to Stellaris r/Stellaris. 4 Torpedoes; 4. 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. You want +5% Damage buffs more than +5% rate of fire, to a point. 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. Economics is everything in stellaris if you have more ships you win. Of course it also costs you the entire hangar front section. Stellaris is a colonization game, 0 micro manage or even anything in. For the record, in stellaris 2. You need a few from every weapon or you are handicapping yourself. 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. FE/AE and the Contingency are the best examples for this. Like someone mentioned to use Arc Emitter + Strike Craft - then the Arc Emitter is fighting alone against the hull, while the strike craft and missiles are separately working on the armor. These cruisers went directly for the backline. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Home; Guides; Code Lists. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. Arc Emitters are indeed designed to counter corvettes. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. Contact. If the enemy is faster, then they cannot. 5 times the fleet power does not suprise. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. 2 Ancient Macro Batteries; 3. A complete and up-to-date searchable list of all Stellaris technology IDs. Make sure you have high accuracy; aux fire control helps for this. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. What am I missing?Stellaris. I would recommend ditching the Destroyers and Frigates, as they are not very strong ship types. The cost per point of HP is just so garbage for armor, and armor does not regenerate. However, this build has the disadvantage of range. 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. A battleship has around 3000 hit points. All 3 work fine if you massively overpower the enemy. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. Prime is life. Not sure which. Arc needs to do 13200 to kill. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. tech_arc_emitter_2. 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. ) Reply . Stellaris Cheats; Technology Codes;. 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. - Biological weapons and armors. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter.