So that makes them quite strong for sure. MorningLightMountain is Prime. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Basically, if MD are bad at focusing. Damage vastly outscales defense in Stellaris. Disruptor Corvettes have absolutely garbage damage, 7. Ultimately went Kinetic on Battleships and Plasma on cruisers. I have. FAE stands for Focused Arc Emitter. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. FAE stands for Focused Arc Emitter. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. BEEIKLMRU. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Go to Stellaris r/Stellaris. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. 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. Simply have both fleets engage at the same time. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Combining with arc emitters and/or torpedoes makes it more likely. Frigates are only really good as stealth ambush ships, and in any other role are just worse versions of Cruisers, and Destroyers are really only good as. Generally I fit my ships depending on the composition of enemy fleets. Reply. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. 6 update. Yeah the S- or M plasma on Line Cruisers are fine. Asking the Stellaris community a. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Arc Emitters and Repeatable Hull Point research. )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. 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. 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. Stellaris Dev Diary #318 - Announcing Astral Planes. Each of the next sections, except for the few last ones, are an overview. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). You either go with 4 Neutron Launchers or 4 Cloud Lightning. - Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies. 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. Highlights include: - Psionic weapons. Arc needs to do 13200 to kill. 4. XL weapons target large ships first and large ships have lots of armor. 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. 3. 3. You want as MUCH distance as possible with as much range as possible. Stellaris. Tachyon Lance and Kinetic Artillery carry the day. 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. 45k did it for me with nearly no losses and it was quick AF. I tend to try and make them as split and even as possible across the board. ; About Stellaris Wiki; Mobile viewWhile 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. Still, in 3. 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. Stellaris fleet getting destroyed. They tried to borrow from EVE Online, I guess, but didn't quite finish. This balances them out. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. I. Content is available under Attribution-ShareAlike 3. 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. Conclusion: the higher the energy weapon damage/speed, the more dangerous Arc emitter becomes for these units. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. 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. In singleplayer you can just mass these, the AI will never counter them. 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. It seems that arc emitters are slightly better. 具体改法为(仅适用于steam正版):. DeanTheDull Necrophage • 2 yr. Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. 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. It also seems like spinal mount carriers with arc emitters are better carriers. 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. Community Hub. Most urgent late game problem. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. Arc emitters are unreliable in terms of damage, which limits their effectiveness. 0) Number of years since game start is lower than 5 (×2. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 0 unless otherwise noted. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. 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. But not like the status of Arc Emitters in X slot. Currently 2 computers try to get inside the minimum range. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 1 version of this mod !!! The aim of this mod is to expand upon the vanilla technology tree of Stellaris with new tiers of weapons, shields, reactors, armor and thrusters. Look up their compositions, and the tips against a specific FE here. 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. Lances are countered with shields, which makes them suboptimal in the start of the battle. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 4. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. Arc emitters + neutron launchers > the rest. it is in the same category as the disruptor and the arc emitter. Arc Emitters: tech_arc_emitter_1. ago. Against shields ( unbidden ) mega cannons. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. I remember a few patches ago certain weapon types weren’t affected by repeatables. 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. 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. This mod also adds two new technologies to the. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. 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. The Arc emitter splits its damage up too much. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Hit multiple targets. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Always go with long-ranged weapons on Battleships, it is their entire strength. Arc Emitters seem great because they bypass all shields and armour, but the problem with them is that all of your other weapons do not. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Go to Stellaris r/Stellaris. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. Arc emitter/ carrier core / multi missiles. These fleets seem to be punching way above their weight. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Very few get through as they hit 100% of the time and bypass everything. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. In a space storm, Tachyon Lance just murders things. Open console by pressing ~ and enter “research_technology (technology_id_here)”. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. 6 update. I still recommend battleships but you will suffer losses. 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. (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). While it seems good, it's actually better to use. 解锁:在鼠标浮层中查看. Example: I clear the Enigmatic Fortress chain and unlock the research. Unbidden anchors provide 50% hardening to all units in the system. The effect seems surprised and i feel a lot. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. It just misses an icon. Using crystal plating to improve hull points doesn’t work enough. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. It's a Cruiser meta. 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. 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. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. 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. 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. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. I use Arc Emitters which stack with the energy weapon damage repeatable, since it goes through shields and armor I don't really see any use for the Giga cannon and Tachyon lance. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. Also, the void cloud lightning is better. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 0 unless otherwise noted. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Reply ironsasquash. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. 6. The go-to way to use Whirlwinds is part of a balanced Battleship build. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. If you see that your enemy has lots of shields and your other ships have weapons that deal lower damage to shields, Mega Cannons might be a better choice. So that’s 2M damage per week. 0) Number of years since game start is greater than 15 (×2. 4. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. However, Stellaris does not show this enough, even that many grand urban or city planets have become relics world in history —— but later generations will remember their lessons. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Interact with diverse alien races, discover strange. Against fallen empires I often go for an Arc emitter build. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 0) Number of years since game start is greater than 10 (×2. . Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Thus we can expect a Revenant to die for every 5 Arc Emitters. 1 Energy Siphon; 2. You'd need 20 Corvettes with x3. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). . 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. First, range. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. Stellaris. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Pick +20% range computers. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. ago. Stellaris cheats and commands. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. 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. 对该项目的细节说明请添加至相关页面. You wanna destroy them before they can even close in. I'm a veteran of Stellaris, playing since super early days. Example: research_technology tech_starbase_3. So you're often better off equipping just the arc. Stellaris. You just necro'd a post 18 months old. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. E. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. Titan full Loadout of best Design. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. You losing with 1. 1. Members Online • KawaiiNyaruko . Members Online. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. A focused arc emitter + cloud lightning battleship is hitting for 150. 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. If you're fighting a crisis on x10 or x25 the enemies have ridiculously high shields/armor, for example in my current game a scourge ship has 960000 armor and. 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. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. ago. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. tech_arc_emitter_1: Arcane Deciphering. So my ideal fleet comp would be torpvettes and arty battleships. 4 Anti-Shield. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If thats Contingency, just use disruptors instead. Tier 0 is used for starting technologies. Those that do will use cloud lightning and arc emitters with a strike craft bay. Arc Emitter + Cloud Lightning is the combo. For specific weapons, you can really pick your choice. So my ideal fleet comp would be torpvettes and arty battleships. I’ve had trouble in the past with their arc emitters and need a counter. G spot is too hard to find on corvettes hehe. 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. No arc emitters or cloud lightning, just kinetic and non. 6 Ancient Saturator Artillery; 4 Explosive weapons. If we accept the statistical average for the Focused Arc Emitter's damage, which will be about 850 and pierce armor and shields, you would need to hit this guy 1400 times to kill it (assuming you don't have any of the repeatable techs that boost damage). Arc Emitters have 3 strengths: Perfect (100%) accuracy. 05) and (0. Crisis need rework. rarely see empire use cloud lightning as weapon. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. only cost a year. This is the easiest way to use the guide in game, especially if you don't really plan ahead. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. 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. 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. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Focused arc emitter battleships with an artillery computer, titan aura buffing fire rate and a juggernaut with the range increase aura will curb stomp practically anything in the game. 5 combat model. The risk changes if it's the Spiritualist FE. 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. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Cloud lightning is an L-size weapon with range 70 and average damage 11. – Strikecrafts damage has been reduced and speed was rolled-back. But even then I will tend to go Giga if there. 12000. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. 2. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. Maybe the lack of speed boosts for kiting has been my issue. If thats Contingency, just use disruptors instead. Torpedo Corettes. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. Stellaris Dev Diary #312 - 3. 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. These are energy weapons too and they completly ignore shields. Helican Jul 19, 2016 @ 9:11am. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. I can see how the arc emitters aren't helping with defense breaking here. What am I missing?Stellaris. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. All are pretty good but GC has the edge. Cloud lightning is an L-size weapon with range 70 and average damage 11. technology IDs. 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. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Use arc emitters and kinetic battery. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Logical-Table-3530 • 2 mo. Torpedo Corettes. The Big RollerOn average every Arc Emitter does 850. Arc Emitters have 3 strengths: Perfect (100%) accuracy. The end of my last game i had 550. 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. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. 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. 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). Stellaris is a. Stellaris. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. Stellaris is a colonization game, 0 micro manage or even anything in. 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. The only time this reverses is against the Unbidden. g. 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. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. 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’ve read around a lot that arc emitter is worse than running either X weapons, but the Fallen Empire targeted me and is bringing a 174k fleet to my 120k fleet. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). so no reverse engineering. 4. 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. The two weapons are attacking different segments of their HP. 1) Cruisers are "poor man battleships" and should be avoided. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. 0) Number of years since game start is greater. It shoots a 30° electric arc spreading through nearby walls and between enemies. ago. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. 2. 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. 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. To quickly find a tech in this list press ctrl + f and type in the techs name. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. 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. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Stellaris Cheats; Technology Codes;. I think the meta is Giga Cannon with neutrons. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. 2) Battleships with Arc Emitters and Cloud lightings are insanely powerful (especially with AI mod - because with it AI will able to get own repeatables too and since it pen weapons will start to win over "normal" one). 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Still, in 3. Synergizes well with the Carriers core. you need kinetics to lower shields for the nl though. KA are long range and each 1/3 of a Gigacannon in firepower. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Depends on the enemy’s defenses. I know stellaris ship design is a lot of countering enemy ships, but in general, is having a fleet that mainly targets hull a…Stellaris. 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). . 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). 3 Swarmer Missiles; 4. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. You need to start a new game. Life is MorningLightMountain. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 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. It’s inside the forward hard mount, then a little up. Giving up one strike craft for the arc emitter is easily worth it. 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. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. Why bother having shields and armour tech when a battleship can have its hull removed with one. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. So on the alpha strike alone, the Carriers are killing 26 Corvettes. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. but theres nothing wrong with a good Arc emitter 😂 also, fit a battleship with low range, high damage brawler weapons like neutron blasters to hold the line. In singleplayer you can just mass these, the AI will never counter them. Magyarharcos. 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. 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). This means 86% of the ships DPS is ineffective until shields are down. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. 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). Depends on your other ships and weapons and what type of defense your enemy is using. 3. . So Mega/Giga cannons are the way to go in most cases. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. It goes double for a penetrating design, though, since Cloud Lightning is really poor (bad enough to make me wonder about using Arc Emitters with Neutron Launchers and Kinetic Artillery to leave my new starbases stronger while sacrificing less firepower) and Disruptors are absolutely useless, but Arc Emitters are good. 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. ) Reply . tech_arc_emitter_2. Arc Emitters are already balanced, and don't need a change. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. A battleship has around 3000 hit points. That almost never happens. Ok so I will be going Arc Emitters + Phased Disruptors and Full Armor with 1 shield because I like to keep all my weapons in one tech and all of my defense in another tech for maximum repeatable technology efficiency. So in ideal Gigacannon situation, Arc remains close. 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.