Arc emitter stellaris. Army doctrine was no retreat for + 33 fire rate. Arc emitter stellaris

 
 Army doctrine was no retreat for + 33 fire rateArc emitter stellaris  What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release

The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Standard combo is giga cannon with neutron launchers. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Just focus on Battleships with: full shields (their only weapons are energy based, and your strike crafts+point defense should easily neutralize theirs), cloud lightning/arc emitters (they have strong shields/armor but weak hull), point defense and strike crafts to neutralize theirs as already stated. - Gravitic weapons. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. Arc Emitter + cloud lightning battleships, with or without PD destroyers. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. 6. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Giga can spread damage to help take down shields then tachyon focus fires. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. They tried to borrow from EVE Online, I guess, but didn't quite finish. 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. Especially about the targetting AI. 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. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. 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. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. Its almost like two options are interchangeable. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Economics is everything in stellaris if you have more ships you win. Go to Stellaris r/Stellaris. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. 50% get to the shield. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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). Against Battleships, Arc Emitters suck. The giga has 50% armor pen, and an extra 33% shield damage. Against shields ( unbidden ) mega cannons. lances have much better armor penetration. Reply. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. Go to Stellaris r/Stellaris. Most urgent late game problem. For specific weapons, you can really pick your choice. 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. 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. 25 / ×2. On a Kinetic Artillery Battleship, Arc Emitters consist ~14% of the DPS. The tachyon has 90% armor pen, and -33% shield damage. I always heard that if you put disruptors, you should only put disruptors. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. With enough Arc Emitters you can roflstomp the nanite fleets before they even get into range. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. • 1 yr. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. Example: I clear the Enigmatic Fortress chain and unlock the research. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Gigacannon needs to do 12600 to kill. Arc Emitters are a situational advantage. Cruiser VS Battleship. ago. ago. (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. 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. Home;. Hit multiple targets. I remember a few patches ago certain weapon types weren’t affected by repeatables. All are pretty good but GC has the edge. However, without Cloud Lightning Arc Emitters will be less effective and are more of a niche weapon choice. Disruptor Corvettes have absolutely garbage damage, 7. 2. Still, in 3. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Otherwise the dps is too low in comparison to other options. 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. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. 1 Mass Driver; 3. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Cruisers are plain useless except for missile boats to diverse DMG output. 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. 6 isn't a Battleship meta. Stellaris Dev Diary #297 - Leaders, The Council, and Agendas. ago. So Mega/Giga cannons are the way to go in most cases. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Medium disruptor has range 60 and average damage 6. The effect seems surprised and i feel a lot. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. 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. You can kill him, more efficiently with Battleships(arc emitter/Neutron) and a Corvette(torpedo) screen and hit and run/trickster Admiral and more fleet power. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. 7 all my ships from time to time began graphically shooting at star instead enemy ships, like on image. But that was just one war against one enemy, it is difficult to properly test things considering how long a stellaris game takes. 0 unless otherwise noted. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. 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. 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. Go to Stellaris r/Stellaris. Significant-Phase-71 • 2 yr. 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. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. 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. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. @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. InflationCold3591 • 3 mo. Hull is 3300. Cloud lightning is an L-size weapon with range 70 and average damage 11. But I’m also lazy. 对该项目的细节说明请添加至相关页面. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. That almost never happens. 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. Cloud Lightning is only good if you're using Arc Emitters as well. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. However, once shields are down it's the weakest of the spinal mount weapons. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Content is available under Attribution-ShareAlike 3. 6. 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. Very few get through as they hit 100% of the time and bypass everything. How do you guys handle them?Lasers suck against shields. Stellaris Dev Diary #312 - 3. 4 Torpedoes; 4. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. The go-to way to use Whirlwinds is part of a balanced Battleship build. Compatible with Stellaris 2. 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. 1. 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. Stellaris currently has no AoE of any kind, again barring the minefield aura. Battleships will be build, but not very many. Stellaris. They also still lose against corvettes with similar results. 25% instead of 50%. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Compare with the same level weapons, it got a. 4, XL weapons will. 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. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. If the enemy is faster, then they cannot. ago. But imagine if projectile weapons in Stellaris had no power requirements at all. True that Stellaris previously had balance issues when a bunch of naked corvettes were stronger then "normal" fleet on same money, but it was fixed loooong time. 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. Get the +20% range admiral. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Arc emitters are unreliable in terms of damage, which limits their effectiveness. 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. However, this build has the. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). technology IDs. 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. And no, if you make. (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). XL weapons target large ships first and large ships have lots of armor. This mod also adds two new technologies to the. 3 Afterburners. Depends on the enemy’s defenses. 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). Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Titan full Loadout of best Design. 0) Number of years since game start is lower than 5 (×2. 50% pierce through the shield, but gets reduced by 50% of the ships armor. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Depends on your other ships and weapons and what type of defense your enemy is using. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Also, the void cloud lightning is better. Discussion Attempt to electe a battleship focus ruler. : r/Stellaris. Giving up one strike craft for the arc emitter is easily worth it. ago. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. 5 combat model. 0 unless otherwise noted. 0) Number of years since game start is greater. Plasma is obviously an exception however- it does too little damage to shields. that weapon requires plasma weapons to research. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. I can't find it anywhere in the. Why bother having shields and armour tech when a battleship can have its hull removed with one. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. Adding hull repeatables isn't really possible, because it would. FAE stands for Focused Arc Emitter. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. The juggernaut is different because it can rotate so the arc emitters can always fire. Probably artillery is better. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. A focused arc emitter + cloud lightning battleship is hitting for 150. 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. Plasma Accelerators: tech_plasma_2. Their damage is. The two weapons are attacking different segments of their HP. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Members Online. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. Titan. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. . I still recommend battleships but you will suffer losses. The Big RollerOn average every Arc Emitter does 850. And if it does happens- you have disruptors, cloud lighting and arc emitter. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. You losing with 1. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Hangars are the only traditional Battleship weapon that didn't get their damage output nerfed (they lose their point defense property instead), but the rest of the Carrier core got buffed immensely. Let's jump into the foundational design before I start explaining. 4. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I'm a veteran of Stellaris, playing since super early days. Use the torpedo computer, and fill up free slots with missiles. Missile, strike craft, and arc emitters all have 100% accuracy. Thus we can expect a Revenant to die for every 5 Arc Emitters. Currently 2 computers try to get inside the minimum range. 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. G spot is too hard to find on corvettes hehe. Crisis fleets are not big in numbers. Running a mixed force of missile cruisers (Nano-Swarm missiles and Devastator Torpedoes) and Battleships (Arc emitter, hangar section with PD and missiles, kinetic artillery aft). Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. E. 4 Anti-Shield. 50% get to the shield. Slaanesh-Sama • 4 yr. Targetting priorities. The reason may be that the unbidden fleet is spread out across a radius of close to 60. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Arc Emitters: tech_arc_emitter_1. 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. - Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies. And the damage buff of weapon type, should be multiplying. Helican Jul 19, 2016 @ 9:11am. 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. Usage. 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. 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。. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the artillery combat computer, and with the war doctrine that further boosts your range. 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. 4. 2. The downside is this is considered late game, because you must research Gamma Lasers to unlock Disruptors, then research all disruptor tech to unlock Arc. Just make sure ur using arc emitters for battleships and maximized the ship weapon range, that will be the most effective way for fighting crisis. 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: tech_arc_emitter_1. You wanna destroy them before they can even close in. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. So that’s 2M damage per week. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. BB Arc emitter cloud lightning in 3. Might actually be better for keeping your Battleships healthy, now that I think about it. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 0) Number of years since game start is greater than 15 (×2. So that makes them quite strong for sure. 3. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. I tend to try and make them as split and even as possible across the board. 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. . Significant-Phase-71 • 2 yr. Arc emitters instead of proton/neutron torps and giga cannons. A complete and up-to-date searchable list of all Stellaris technology IDs. The tachyon lance does 15. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. 0) Number of years since game start is greater than 10 (×2. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. This does extremely well against AI fleets, tearing them to pieced with direct damage to Hull/Armour. 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. KA are long range and each 1/3 of a Gigacannon in firepower. Using crystal plating to improve hull points doesn’t work enough. And besides that a Mix of Kinetic and Energy Artillery. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. 2 Null Void Beam; 3 Kinetic weapons. For one, I like to micro. Anti-Shield weapons have that property. 6 Ancient Saturator Artillery; 4 Explosive weapons. 对该项目的细节说明请添加至相关页面. You want +5% Damage buffs more than +5% rate of fire, to a point. You just necro'd a post 18 months old. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. A small amount of Point Defense defends against Torpedoes and. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Subscribe to downloadExtra Ship Components 2. 0. 2. I’ve had trouble in the past with their arc emitters and need a counter. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. For most of the crises in general what I. They tend to fall off a bit late game once repeatables have gone on for awhile and people are running arc emitters that are wiping out enemy fleets before strike craft can get into range. It shoots a 30° electric arc spreading through nearby walls and between enemies. 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. Not enough power for 6 shields. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. And then the rest never appear. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. For the record, in stellaris 2. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. The other 86% of DPS does not penetrate shields. So you take a look at the x slot weapon options, glance at the stats and see that the arc emitter is a full penetration weapon, the tachyon lance is a hull shredder, and the giga cannon is a shield killer. I'm running Focused Arc Emitter / Carrier / Missile Battleships with Afterburners right now, and it stomps the AI very hard with minimal casualties. 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. r/D4Druid. Most urgent late game problem. 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. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Stellaris is a. The Arc emitter splits its damage up too much. 64 DPS. 12000. Its almost like two options are interchangeable. 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. What am I missing?Stellaris. But this is close enough that you propably need a much longer test set to be sure. This means 86% of the ships DPS is ineffective until shields are down. 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. To my knowledge you can't arm corvettes with torpedos without nodding. I personally feel that Neutron Launchers make a better pairing with the Focused Arc Emitter precisely for this reason, since they punish hull-heavy ships that counter the Focused Arc Emitter. Cloud Lightning and Arc Emitters can be fitted on every weapon slot on a Battleship or Titan, and they both bypass shields entirely. 3. Thoughts on 3. 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. 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 Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. The other main weapon loadout is Neutron Launches with a Giga Cannon. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. 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. 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. I hope to get some feedback from this great community too. 50% pierce through the shield, but gets reduced by 50% of the ships armor. You need to start a new game. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. • 1 yr. 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. It's contextual really. Arc Emitters are also quite OP. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Current Stellaris Ship Meta (for v3. 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. First, range. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Members Online • KawaiiNyaruko . Members Online • [deleted]. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). 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. 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. 4. Matter Disintegrator - A new approach. Computing The Computing tech tree focuses on Research, sensors and espionage. Army doctrine was no retreat for + 33 fire rate. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 5 combat model. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The advantage of the Arc Emitter is a 10% higher base accuracy. In 3. The advantage of the Arc Emitter is a 10% higher base accuracy. 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. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. 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. 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. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. Yeah the S- or M plasma on Line Cruisers are fine. Basically shield + armor pen because FE have very high shields and armor. Plasma Throwers: tech_plasma_1. Just the same options again and again. So the battleships and cruisers try to maintain permanent 100 range while firing. 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.