arc emitter stellaris. The end of my last game i had 550. arc emitter stellaris

 
The end of my last game i had 550arc emitter stellaris In a space storm, Tachyon Lance just murders things

Crisis fleets are not big in numbers. 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. 具体改法为(仅适用于steam正版):. 1. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. 2. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Arc emitters instead of proton/neutron torps and giga cannons. 44. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. Reply ironsasquash. So that makes them quite strong for sure. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. First, range. If you want to use my mods as the basis for your own, you are very welcome to do so. 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. 2 Ancient Macro Batteries; 3. Home;. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Basically, have a titan with a quantum destabilizer and full of shields, cloud lightnings, and disruptors. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. For specific weapons, you can really pick your choice. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Arc Emitter, 2 Hangars, and the rest set to missile is a solid design that gets the advantage of bypassing shields while retaining the long range of Battleships and having good damage output. . A battleship has around 3000 hit points. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. However, this build has the. I hope to get some feedback from this great community too. Torpedo Corettes. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). 25% instead of 50%. 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. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. 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). Plasma is obviously an exception however- it does too little damage to shields. This is my attempt to sort out some things and get rid of confusion. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. Cloud lightning is an L-size weapon with range 70 and average damage 11. 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. Getting thorugh. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Also see the issue of ship. 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. This is a searchable and complete list of Stellaris technologies and their IDs. Top tiers should be used for the comparison - and may be, I just can’t tell as-is - so a label there would be nice, and different tier information useful for which weapons to use throughout the game. I'm a veteran of Stellaris, playing since super early days. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Life is MorningLightMountain. 0) Number of years since game start is greater. Directions. Embarrassingly, I'm still a hefty novice when it comes to ship design. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. The go-to way to use Whirlwinds is part of a balanced Battleship build. From my experience, artillery BS fleets win arc emitter fleets. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. Yeah the S- or M plasma on Line Cruisers are fine. 2 since they lost their Arc Emitters for Tachyon Lances. 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. Meanwhile, the Whirlwinds and Marauders still have 45% and 40% tracking respectively, and a single volley from the Whilrwinds will kill 6 Corvettes and Marauders will kill 2. 4, XL weapons will. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. 23 votes, 22 comments. Rare resource cost? neglible compared to everything else on a battleship. It is only visual bug and doesn't affect actual damage to enemies. Compare with the same level weapons, it got a. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. That almost never happens. man. 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). Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Giga can spread damage to help take down shields then tachyon focus fires. Thus we can expect a Revenant to die for every 5 Arc Emitters. But this is close enough that you propably need a much longer test set to be sure. 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. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. All are pretty good but GC has the edge. 1. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. Arc needs to do 13200 to kill. 1) Cruisers are "poor man battleships" and should be avoided. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. 5 combat model. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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. 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. ago. 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. I’ve had trouble in the past with their arc emitters and need a counter. 例如:“异种. Go with 3 BS variants anyway then you got all your vases covered. You just necro'd a post 18 months old. Arc Emitters are also quite OP. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 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. So for a somewhat new person like me this sounds fantastic and that I should basically only use. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. ago. Interact with diverse alien races, discover strange. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. 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. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. 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. 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. I can't find it anywhere in the. fire and damage for about 40 times that your battleships should just be completely naked and equipped with only Focused Arc Emitters in X slots. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Look up their compositions, and the tips against a specific FE here. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. 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. r/D4Druid. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. In singleplayer you can just mass these, the AI will never counter them. Is it the Focused Arc Emitter o. 1 Mass Driver; 3. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. 2. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . In Stellaris combat all ships are always firing but not all ships are always receiving fire A defensive computer on a ship that isn't receiving fire is a waste of that slot. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 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. It's a Cruiser meta. All 3 work fine if you massively overpower the enemy. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 3 Autocannon; 3. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Arc Emitters: tech_arc_emitter_1. Stellaris. Against armour (scourge) Lances. It's the difference between having +50% damage and attack speed instead of 25%. 1 Energy Siphon; 2. 6. And if it does happens- you have disruptors, cloud lighting and arc emitter. 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. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. • 1 yr. 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. 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. I remember a few patches ago certain weapon types weren’t affected by repeatables. 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. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. if the enemy is strong just check their composition and counter. The giga has 50% armor pen, and an extra 33% shield damage. Stellaris Cheats; Technology Codes;. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. You need a few from every weapon or you are handicapping yourself. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. DeanTheDull Necrophage • 2 yr. G spot is too hard to find on corvettes hehe. You should use a ton of shields yourself though because most of their weaponry is weak to shields. 3 Afterburners. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Why bother having shields and armour tech when a battleship can have its hull removed with one. I still recommend battleships but you will suffer losses. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. If thats Contingency, just use disruptors instead. Arc emitter/ carrier core / multi missiles. You losing with 1. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. So in ideal Gigacannon situation, Arc remains close. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Stellaris. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. Damage vastly outscales defense in Stellaris. Depends on your other ships and weapons and what type of defense your enemy is using. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. But imagine if projectile weapons in Stellaris had no power requirements at all. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. Ecumenopolis,city planet or arcology world, is considered one of the most desirable cities with Idealism. 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. Stellaris. 6. Generally I fit my ships depending on the composition of enemy fleets. This balances them out. Open console by pressing ~ and enter “research_technology (technology_id_here)”. They are the reason battleships are the best ship class in the game, that being said arc emitters are not good until you have a large number of repeatables (about 10 or more). Unbidden: Unbidden is the only time that Arc Emitters actually shine. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. 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. And then the rest never appear. 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. The Low roll damage for a Lance is an Average roll for the Arc, even of rate of fire is countering consecutive low rolls you're better off damage wise with. I can see how the arc emitters aren't helping with defense breaking here. Otherwise the dps is too low in comparison to other options. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. Accuracy useless since arc emitter is 100%. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The only difference was they were using Arc. Stellaris. The tachyon has 90% armor pen, and -33% shield damage. Their damage is. So the battleships and cruisers try to maintain permanent 100 range while firing. What am I missing?Stellaris. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. The focused arc emitter does 11. There's even an argument for picking the lowest tier engines to save on alloys. Crystal plating perhaps but everything else is irrelevant. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. lances have much better armor penetration. - Biological weapons and armors. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. 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. Arc Emitters are a situational advantage. KA are long range and each 1/3 of a Gigacannon in firepower. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. So Mega/Giga cannons are the way to go in most cases. 4 Kinetic Launcher; 3. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. Proton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. These cruisers went directly for the backline. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Strikecraft are the same but also clean up small ships very effectively. Indeed they are bad at pretty much everything else - but that they can do good. 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. How good is a disruptor/ cloud lightning/ emitter monofleet? I know a fleet of corvette's with autocannons followed up by a fleet of BB's with energy…The only real damage they can do to you is with focused arc emitters, but it's not like they mass them enough to start melting fleets. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Generally I fit my ships depending on the composition of enemy fleets. The damage spreading is somewhat known. Numbers roughly add up. When no enemy in desired range, then the ships will attempt to gain range. List of all technology ids in the game to be used with “research_technology” console command. Not sure which. The only difference was they were. Weapons try to maximize their damage. Focusing fire poorly also makes it more likely, but is bad overall. Tier 0 is used for starting technologies. So go X slot arc emitters on battleship spam, slow/downgrade your engines down as much as possible (so you get more shots off before closing the gap), and if you can, pick a fight around a neutron star to go even slower. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. 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. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. You wanna destroy them before they can even close in. It shoots a 30° electric arc spreading through nearby walls and between enemies. 64 DPS. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. 1 Titan for snare aura to reduce enemy disengage. In EVE, for example, the projectile weapons don't use energy, at all. Stellaris. Hull is 3300. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. 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. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Magyarharcos. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. - Nanite weapons and armors. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. 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. 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. Choose weapons that ignore or are more effective against the enemy’s ship design. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. 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. Videogames, Guides, Cheats and Codes. 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. 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。. The latter is my favorite, because they have such long range and bypass shields and armor. Compatible with Stellaris 2. These are also easily moddable via its file, see #Tiers . Computing The Computing tech tree focuses on Research, sensors and espionage. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. I can see how the arc emitters aren't helping with defense breaking here. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Arc Emitters are already balanced, and don't need a change. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. So my ideal fleet comp would be torpvettes and arty battleships. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 1 Energy Siphon; 2. 4. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. 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. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. But arc emitter carriers slot nicely with missile cruisers. However, once shields are down it's the weakest of the spinal mount weapons. Don't even research them. Arc Emitters really are the go-to XL in general, expect a. Matter Disintegrator - A new approach. 6 update. Cloud Lightning is only good if you're using Arc Emitters as well. 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). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Arc Emitters are good, the problem is that cloud lightning is horrible (It have half the range of Kinetic Artillery) and if you want to use Arc Emitters you dont want neutrons and kinetic artillery. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. 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. I've been using arc emitter carriers in my current run against 5x GA Unbidden and Contingency (using mods for forced ~2300 triple crisis), and while they were. Keep. Arc Emitters are only good against the Contingency. 8. These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. Go to Stellaris r/Stellaris. It seems that arc emitters are slightly better. In a space storm, Tachyon Lance just murders things. ago. 0 most weapons have been re-balanced and are now viable in different situations. 0) Number of years since game start is greater than 10 (×2. Arc Emitters I'm pretty sure. 00). Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. Reply. 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. Weapons try to maximize their damage. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. 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. 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. Strikecraft are the same but also clean up small ships very effectively. In singleplayer you can just mass these, the AI will never counter them. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. but stellaris is first and foremost an rp game, do your low tec energy weapons game. 2 Null Void Beam; 3 Kinetic weapons. E. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. Army doctrine was no retreat for + 33 fire rate. which of the 3 type, specifically. Tachyon lance is close enough. Rest is carrier battleship with arc-emitter on X slot. Adding hull repeatables isn't really possible, because it would. Arc emitters + neutron launchers > the rest. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 5 combat model. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. 例如:“异种保护区”(建筑. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. Helican Jul 19, 2016 @ 9:11am. If nothing else you’re running in a fleet has to deal with shields, any direct fire weapon that does will be wasted. 2x Hangar module starport are superb value in the early-game, 3x Hangar/1x shipyard starholds stay relevant for quite some time and can provide a superb staging base for your fleets (seriously, make sure you include that shipyard, your fleets repair basically instantly at a starbase with a shipyard and it's well worth the inclusion). Pick +20% range computers. Go to Stellaris r/Stellaris. Thats is our aim. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Disruptors are good in two contexts: late-endgame when everyone is in the repeatable tech chain, or early/mid-game when you're trying to snipe Fallen Empire end-game techs. If the enemy is faster, then they cannot. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. . Of course it also costs you the entire hangar front section. 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. Just the same options again and again. So the battleships and cruisers try to maintain permanent 100 range while firing. 对该项目的细节说明请添加至相关页面. Ignore all shields and armor That does sound appealing but after subtracting half base damage it.