arc emitter stellaris. (And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at it. arc emitter stellaris

 
(And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at itarc emitter stellaris  It's all about using weapons that complement each other

They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. 4 Anti-Shield. Hull is 3300. 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. They have roughly 75% the DPS of the other X-L mounts and the same range, whereas med disruptors have roughly 1/3rd the DPS of t5 energy/kinetic weapons and shorter range. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. Crisis fleets are not big in numbers. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. 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. From my experience, artillery BS fleets win arc emitter fleets. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. Asking the Stellaris community a. 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. Those that do will use cloud lightning and arc emitters with a strike craft bay. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Army doctrine was no retreat for + 33 fire rate. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. But I’m also lazy. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. 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. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. But even then I will tend to go Giga if there. 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. Tachyon lance is close enough. (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. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. Lances decimate armour, but are hopeless against shields. Against armour (scourge) Lances. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. 6 update. 2. Still, in 3. You need to start a new game. 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. Plasma is obviously an exception however- it does too little damage to shields. Minimum range means, that ships cannot fire too close with certain weapons. : r/Stellaris. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. Adding hull repeatables isn't really possible, because it would. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 0) Number of years since game start is greater than 10 (×2. Stellaris is a colonization game, 0 micro manage or even anything in. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. 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). These cruisers went directly for the backline. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. 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. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. 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. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. G spot is too hard to find on corvettes hehe. 0 unless otherwise noted. 1 hull, so a weapon with lower DPS that can directly go for hull works best. Also see the issue of ship. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Reply Averath Platypus • Additional comment actions. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Mega Cannons+Neutron Launchers are more efficient otherwise. FE/AE and the Contingency are the best examples for this. I tend to try and make them as split and even as possible across the board. This mod also adds two new. (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). Just to test it and see if they do or not after playing for fun, I've used a hex editor to increase my research speed to instant and ripped. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. First, range. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. References External link: Stellaris Tech Tree (Vanilla) Arc 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 don't. Stellaris. Disruptor Corvettes have absolutely garbage damage, 7. 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. 44. Where do people stand on arc emitters? On paper with the average damage and the shield/armour pen they seem amazing but then you look at the damage…14 votes, 26 comments. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. Directions. Torpedo Corettes. and whirlwind missles before battleships, are on the field, dont use frigattes, and before carriers are getting spammed, you need no pointdefence, dont mix penetration weapons with nonpenetration. 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). The go-to way to use Whirlwinds is part of a balanced Battleship build. Normally that's only the fallen / awakened empires. • 4 yr. Most urgent late game problem. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. 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). Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. I. 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. Its almost like two options are interchangeable. In 3. So my ideal fleet comp would be torpvettes and arty battleships. Cloud Lightning is only good if you're using Arc Emitters as well. Targetting priorities. Crisis need rework. 3 Arc Emitter; 2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Gigacannon needs to do 12600 to kill. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. but medium sized brawler cruisers and destroyers+corvette swarms with small distruptors are very effective against contingency ships if combined with cloud lighting and arc emitter/carrier battleships as they negate contingency ships heavy armor and shields while. Stellaris Dev Diary #312 - 3. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Example: research_technology tech_starbase_3. ---This micro-mod adds Titanic Arc Emitters to the game. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. 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. Directions. Loadout. 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. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. Computing The Computing tech tree focuses on Research, sensors and espionage. Reply ironsasquash. Basically, if MD are bad at focusing. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. There's even an argument for picking the lowest tier engines to save on alloys. The damage spreading is somewhat known. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. 在这个文件夹中找到两个能够使用Excel打开的文件,一个是ODS文件,一个是CSV文件,ODS文件是打开后不会乱码十分整齐的文件. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . Disruptor type weapons (including Cloud Lightning and Arc Emitters) are very good against Fallen Empires and the Contingency, as they have a lot of shields and armour but relatively little hull. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. 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. 5 times the fleet power does not suprise. Members Online. ago. Carrier battleships can counter most anything. 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. Numbers roughly add up. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Focusing fire poorly also makes it more likely, but is bad overall. 6 Ancient Saturator Artillery; 4 Explosive weapons. 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 hope to get some feedback from this great community too. 25% instead of 50%. I don't know what or where things went wrong, but I tried giving the new patch a chance. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. In singleplayer you can just mass these, the AI will never counter them. 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. If you think Engineering research is bloated then get a propulsion specialist if you want guns or a voidcraft specialist if you want stations and chassis, and get a couple more tech picks. 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. Also, the void cloud lightning is better. 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 (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. Tier 0 is used for starting technologies. Stellaris. I guess what I am frustrated about is that Stellaris gives you many options for. 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. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. 6. Indeed they are bad at pretty much everything else - but that they can do good. If thats Contingency, just use disruptors instead. NK_2024 Collective Consciousness • 3 yr. Damage vastly outscales defense in Stellaris. You'd need 20 Corvettes with x3. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. 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. 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. 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. Generally I fit my ships depending on the composition of enemy fleets. Against shields ( unbidden ) mega cannons. You should use a ton of shields yourself though because most of their weaponry is weak to shields. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. – X-slot weapons and L-slot long-range weapons range are reduced. Current Stellaris Ship Meta (for v3. The Arc emitter splits its damage up too much. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. Plasma Throwers: tech_plasma_1. Pure M, two after burners, rapid deployment, artillery computer. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. 50% pierce through the shield, but gets reduced by 50% of the ships armor. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. With power booster on accessory slot. Stellaris. So an arc emitter can two-hit a battleship when lucky. While it seems good, it's actually better to use. 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. Still, in 3. This is a searchable and complete list of Stellaris technologies and their IDs. Plasma Cannons: tech_plasma_3. 6+ Stellaris. Stellaris. You will be. 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. 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. Open console by pressing ~ and enter “research_technology (technology_id_here)”. When no enemy in desired range, then the ships will attempt to gain range. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. but stellaris is first and foremost an rp game, do your low tec energy weapons game. The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. 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. 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. 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. Giga cannons do not do the job like arc emitters and cloud lighting is too short. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Stellaris. It also adds several new subtrees with technology based on crystals, psionics, gravity. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. It just misses an icon. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. A small amount of Point Defense defends against Torpedoes and. 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). If the enemy is faster, then they cannot. Your Carriers will be weaker and more vulnerable for the loss of Focused Arc Emitter and Point Defense, and you will be locked out of Artillery Battleships which could be a problem against the crisis, but there's enough here to work with. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. 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. Logical-Table-3530 • 2 mo. Compatible with Stellaris 2. – Strikecrafts damage has been reduced and speed was rolled-back. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. 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. The giga has 50% armor pen, and an extra 33% shield damage. How do you guys handle them?Lasers suck against shields. I can't find it anywhere in the. Unbidden anchors provide 50% hardening to all units in the system. . man. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. tech_arc_emitter_2. The cost per point of HP is just so garbage for armor, and armor does not regenerate. 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. 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. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 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. 2. 64 DPS. 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. 05) and (0. 1. Discussion Attempt to electe a battleship focus ruler. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. Unbidden: Unbidden is the only time that Arc Emitters actually shine. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. 50% get to the shield. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. 12000. - Biological weapons and armors. 1) Cruisers are "poor man battleships" and should be avoided. 2. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Stellaris. Make sure you have high accuracy; aux fire control helps for this. 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. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 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. One can tailor it a bit for Prethoryn/Hidden as needed. Contact. Selenba • 3 mo. Standard combo is giga cannon with neutron launchers. 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. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). So for a somewhat new person like me this sounds fantastic and that I should basically only use. A battleship has around 3000 hit points. ago. 1 Missiles; 4. Anti-Shield weapons have that property. 例如:“异种. 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. Cruisers are plain useless except for missile boats to diverse DMG output. Stellaris Dev Diary #312 - 3. If you want to use my mods as the basis for your own, you are very welcome to do so. 0) Number of years since game start is greater than 15 (×2. 3. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. The only difference was they were using Arc. It seems that arc emitters are slightly better. All are pretty good but GC has the edge. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. Issue 2: Some ships can take the hit. 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. ) Reply . Again, don't waste money on more than a single shield emitter for them, and load them down with arc emitters and kinetic artillery. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. They tried to borrow from EVE Online, I guess, but didn't quite finish. In singleplayer you can just mass these, the AI will never counter them. Directions. - Gravitic weapons. 2. I hadn't noticed it. If thats Contingency, just use disruptors instead. 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. Arc Emitters are great if you stack a fleet with them. 1 Titan for snare aura to reduce enemy disengage. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. Arc Emitters: tech_arc_emitter_1. Stellaris is a. Example: I clear the Enigmatic Fortress chain and unlock the research. Depends on your other ships and weapons and what type of defense your enemy is using. . 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. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. 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. You can try to ambush them by jumping behind them and make their arc emitters useless but this assumes you have a great deal of damage. it is in the same category as the disruptor and the arc emitter. The only difference was they were. For specific weapons, you can really pick your choice. I still recommend battleships but you will suffer losses. The alternative weapons are redundant and inferior in comparison as kinetic artillery and tachyon lances are both low in stats and bad against shields respectively. 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. It's a very thin gaussian. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. 1. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. Don't even research them. Doesn't bypass (though the Arc Emitters usually do most of the work) but has way better range. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. So that makes them quite strong for sure. 解锁:在鼠标浮层中查看. . Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. Is it the Focused Arc Emitter o. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. This page was last edited on 14 October 2017, at 11:50. Each of the next sections, except for the few last ones, are an overview. 0. . It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. 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. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. Life is MorningLightMountain. Arc Emitters really are the go-to XL in general, expect a. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Matter Disintegrator - A new approach. I remember a few patches ago certain weapon types weren’t affected by repeatables. The two weapons are attacking different segments of their HP. 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. 4. ; 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. Helican Jul 19, 2016 @ 9:11am. Helican Jul 19, 2016 @ 9:11am. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. r/Stellaris. 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. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. And the damage buff of weapon type, should be multiplying. 5 Mega Cannon; 3. 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. Damage on the arc emitter can be 1 to 1700. 2 Ancient Macro Batteries; 3. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Stellaris Dev Diary #318 - Announcing Astral Planes. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. For one, I like to micro. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Stacking more shields over shield capacitor in accessory slot gives more shield value. Man ive been playing Stellaris for more then a Year bow and ive gotten pretty Good at it id say but i have no idea how yall manage 50× Crisis. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Arc Emitter + cloud lightning battleships, with or without PD destroyers. Usage. ago.