Arc emitter stellaris. Embarrassingly, I'm still a hefty novice when it comes to ship design. Arc emitter stellaris

 
 Embarrassingly, I'm still a hefty novice when it comes to ship designArc emitter stellaris 0 unless otherwise noted

I usually go 40-50 battleships and 10-ish destroyers (which will be gone). The cost per point of HP is just so garbage for armor, and armor does not regenerate. Directions. Its almost like two options are interchangeable. Arc Emitters. Discussion Attempt to electe a battleship focus ruler. However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. Focused Arc Emitters and Clould Lightning is best. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. 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. Go to Stellaris r/Stellaris. A battleship has around 3000 hit points. In singleplayer you can just mass these, the AI will never counter them. 4 Kinetic Launcher; 3. 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). 4. Stellaris technology list and IDs cheat. 3. 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. The two weapons are attacking different segments of their HP. ago. 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. Stellaris Cheats; Technology Codes;. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Open console by pressing ~ and enter “research_technology (technology_id_here)”. These are also easily moddable via its file, see #Tiers . 5 combat model. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. 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. The Arc emitter splits its damage up too much. 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. But I’m also lazy. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. 对该项目的细节说明请添加至相关页面. 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. 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. You wanna destroy them before they can even close in. Not so much for PVP but for PVE. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. The tachyon has 90% armor pen, and -33% shield damage. Using crystal plating to improve hull points doesn’t work enough. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . Army doctrine was no retreat for + 33 fire rate. If thats Contingency, just use disruptors instead. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. In a space storm, Tachyon Lance just murders things. Against a Xenophobic FE, your best bet is a fleet of Battleships (don't build anything else) with the XLLLL design: first section is Spinal Mount featuring an X weapon using the Arc Emitter / Focused Arc Emitter (this is really important), second section should be Artillery and have 3x L weapon, and last should have a single L slot. The latter is my favorite, because they have such long range and bypass shields and armor. 2. Otherwise 95% accuracy and 100% accuracy would be pretty similar. So that’s 2M damage per week. Numbers roughly add up. 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. When stellaris was updated to 3. But imagine if projectile weapons in Stellaris had no power requirements at all. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. Depends on the enemy’s defenses. I do a fleet of 15 Carrier battleships equipped with Arc Emitters and Whirlwind Missiles, and twice that number of Missile Cruisers, decked out with Whirlwind missiles and a Marauder missile stern. Highlights include: - Psionic weapons. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. (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. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. 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. So you know how if you destroy the Hull you basically destroy the entire ship. So my ideal fleet comp would be torpvettes and arty battleships. The giga has 50% armor pen, and an extra 33% shield damage. Just the same options again and again. Damage on the arc emitter can be 1 to 1700. Slaanesh-Sama • 4 yr. (But to be honest, with vanilla stellaris, once you have focused arc emitters you can easily take out any FE, and you get those around 2240 in a tech rush. (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). It also seems like spinal mount carriers with arc emitters are better carriers. For specific weapons, you can really pick your choice. The risk changes if it's the Spiritualist FE. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. The reason may be that the unbidden fleet is spread out across a radius of close to 60. Medium disruptor has range 60 and average damage 6. Hit multiple targets. Basically, if MD are bad at focusing. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. 2. r/D4Druid. 25+ arc emitters (or 50+ if you stack fleets) going off before the enemy is even in range will cause casualties and can win you a battle before it even properly started. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. The Arc emitter splits its damage up too much. Rare resource cost? neglible compared to everything else on a battleship. 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. 3. 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。. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. 6. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. r/Stellaris. Throw in a titans perdition beam and then you are having a party. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. Arc Emitter + cloud lightning battleships, with or without PD destroyers. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Hull is 3300. 3. Arc Emitters are only good against the Contingency. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Void clouds live to hang out there. Don't even research them. 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. )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. 23 votes, 22 comments. 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. Unbidden anchors provide 50% hardening to all units in the system. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Damage on the arc emitter can be 1 to 1700. 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. 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. 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. For the record, in stellaris 2. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). This is my attempt to sort out some things and get rid of confusion. 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. 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 better and stronger Arcology Project hsa. Plasma is good, but it should also be paired with kinetic weapons. Economics is everything in stellaris if you have more ships you win. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. How do you guys handle them?Lasers suck against shields. 1 Energy Siphon; 2. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Very few get through as they hit 100% of the time and bypass everything. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. MorningLightMountain is Prime. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. 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. 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. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. So in ideal Gigacannon situation, Arc remains close. Their battleships are armed with arc emitters making every fight a risk. Particles The Particles tech tree focuses on lasers, reactors and FTL. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why I say it's optional. The Big RollerOn average every Arc Emitter does 850. 64 DPS. I'm a veteran of Stellaris, playing since super early days. 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. Tier 0 is used for starting technologies. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. The focused arc emitter does 11. . Depends on your other ships and weapons and what type of defense your enemy is using. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 4. 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. tech_arc_emitter_1: Arcane Deciphering. Contingency has basicaly +100% buff to almost everything (damage, health etc) and uses the following weapons: All warforms (battleships) have Focused Arc Emitter which completely ignores shield, armor and has 100% accuracy. ; About Stellaris Wiki; Mobile view While the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors and Cloud Lightning are unremarkable at best and struggle to compete with the Neutron Launcher and Kinetic Artillery. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. 0) Number of years since game start is greater than 15 (×2. 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. 1 Mass Driver; 3. Other weapons can obviously be better depending on targets. 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. Because Disruptors are the single worst mainline weapon in the game. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. There is no best weapon. Which result in inability to fire those weapons. Titan full Loadout of best Design. 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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 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). Arc Emitters are already balanced, and don't need a change. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Subscribe to downloadExtra Ship Components 2. Selenba • 3 mo. 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. Arc Emitters have 3 strengths: Perfect (100%) accuracy. . 2 days faster than the Arc. Arc Emitters are indeed designed to counter corvettes. FAE stands for Focused Arc Emitter. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. It's all about using weapons that complement each other. 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. In singleplayer you can just mass these, the AI will never counter them. 5 combat model. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. g. These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. Those low rolls are outweighed by volume of fire. However, this build has the. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. The Contingency got nerfed pretty hard in 1. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Helican Jul 19, 2016 @ 9:11am. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Standard combo is giga cannon with neutron launchers. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 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. 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. 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). Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Strikecraft are the same but also clean up small ships very effectively. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Compatible with Stellaris 2. KA are long range and each 1/3 of a Gigacannon in firepower. Ultimately went Kinetic on Battleships and Plasma on cruisers. 1 Energy Siphon; 2. About 1. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. There's even an argument for picking the lowest tier engines to save on alloys. 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). I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. The only difference was they were. 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. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. ago. From my experience, artillery BS fleets win arc emitter fleets. 具体改法为(仅适用于steam正版):. Arc Emitters in Xs. You should use a ton of shields yourself though because most of their weaponry is weak to shields. ago. 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. The go-to way to use Whirlwinds is part of a balanced Battleship build. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Arc Emitters are also quite OP. if the enemy is strong just check their composition and counter. 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. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. Medium disruptor has range 60 and average damage 6. 2 Null Void Beam; 3 Kinetic weapons. Usage. 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). In 3. Stellaris is a colonization game, 0 micro manage or even anything in. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Use the torpedo computer, and fill up free slots with missiles. Stellaris. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Cloud Lightning is only good if you're using Arc Emitters as well. Home; Guides; Code Lists. 1 Missiles; 4. Synergizes well with the Carriers core. Auto-best is not good, it frequently makes completely nonsensical design decisions. Especially about the targetting AI. Significant-Phase-71 • 2 yr. Most urgent late game problem. These cruisers went directly for the backline. It's contextual really. Plasma Cannons: tech_plasma_3. . Generally I fit my ships depending on the composition of enemy fleets. This means a specialised build, either to ignore shield and armour entirely and use disruptors/arc emitters (with some point defence mixed in to counter enemy fighters. Compare with the same level weapons, it got a. . 3. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Giga cannons do not do the job like arc emitters and cloud lighting is too short. Probably artillery is better. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. Get the +20% range admiral. 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. This is the easiest way to use the guide in game, especially if you don't really plan ahead. You losing with 1. Plasma Throwers: tech_plasma_1. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. A focused arc emitter + cloud lightning battleship is hitting for 150. You'd need 20 Corvettes with x3. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. which of the 3 type, specifically. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. As soon as I get titan I am going to launch an offensive. Finally, the focused arc emitter is very good, particularly because it never misses. 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. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. Pure M, two after burners, rapid deployment, artillery computer. 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. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 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. 1. Home;. But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes, and definitely better to use Neutron Torpedoes. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. Is it the Focused Arc Emitter o. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. 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. 8. 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. 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. Assuming they deal their full damage. Basically shield + armor pen because FE have very high shields and armor. Why bother having shields and armour tech when a battleship can have its hull removed with one. 1. Directions. 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. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Stellaris. 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). 25% instead of 50%. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. It just misses an icon. The other 86% of DPS does not penetrate shields. Against armour (scourge) Lances. Indeed they are bad at pretty much everything else - but that they can do good. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Asking the Stellaris community a. It offers the best alpha strike) as many shields as you can fit one shield capacitor one reaction boosterNot to say Stellaris must follow history/be realistic, but it would give carriers a distinct advantage over other weapon systems. 6 update. In playthrough #2 I'll experiment. E. The other main weapon loadout is Neutron Launches with a Giga Cannon. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. These are energy weapons too and they completly ignore shields. 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. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. This is a bit of a problem given the way the tech curve works in the current balance, since plasma is only relevant for maybe a few decades, so there's little point in even teching into it at all. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Playing against a 25x Contingency. 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. 4 Torpedoes; 4. Interact with diverse alien races, discover strange. Directions. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. For most of the crises in general what I. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. but stellaris is first and foremost an rp game, do your low tec energy weapons game. I can't find it anywhere in the. Community Hub. 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. . The Meta Artillery Battleship™ is Giga Cannon + Neutron Launchers (although an argument can be made for 3 Neutron + 1 Kinetic), with the Carrier variant replacing the middle section with Carrier and taking Arc Emitter (you can skip small slots and PD, they will do nothing unless you’ve let the enemy get into melee range). 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. I tend to try and make them as split and even as possible across the board. 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. If you go cloud lightning or arc emitter your entire fleet has to be 100% disruptor. 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. 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. The giga has 50% armor pen, and an extra 33% shield damage. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. 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. 4. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important.