Stellaris technology list and IDs cheat. Battleships will be build, but not very many. The only difference was they were using Arc. The tachyon has 90% armor pen, and -33% shield damage. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. Hull is 3300. 4. 1) Cruisers are "poor man battleships" and should be avoided. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Content is available under Attribution-ShareAlike 3. For the record, in stellaris 2. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. • 1 yr. Use arc emitters and kinetic battery. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). About 1. Edited to clearfy what i mean is i read that a battleship buld with just one arc emitter nothing else no upgrades no shields one regen hull if you have the tech and just basic {FTL,. One mechanic in favor of bypass weapons is that ships lose 1% fire rate for every 2% hull lost, thus an alpha strike from Arc Emitters can reduce sustained damage from enemy fleets. And 5x T5 large shields and 1 T5 armor. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Combined with arc emitters to also go through shields and relatively weak 3k hulls beneath 30k shields. . My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). For most of the crises in general what I. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Depends on the enemy’s defenses. 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. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Otherwise 95% accuracy and 100% accuracy would be pretty similar. 1. 3 Afterburners. However, once shields are down it's the weakest of the spinal mount weapons. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. 对该项目的细节说明请添加至相关页面. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 0) Number of years since game start is greater. 2. Basically, if MD are bad at focusing. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. 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. Arc Emitters seem great because they bypass all shields and armour, but the problem with them is that all of your other weapons do not. Pure M, two after burners, rapid deployment, artillery computer. You need to start a new game. You can try to ambush them by jumping behind them and make their arc emitters useless but this assumes you have a great deal of damage. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). These IDs are usually used with the research_technology tech ID command. 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. 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. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. So Mega/Giga cannons are the way to go in most cases. Significant-Phase-71 • 2 yr. 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. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. 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. Always go with long-ranged weapons on Battleships, it is their entire strength. That said, late game going with the arc emitter front and. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 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. Particles The Particles tech tree focuses on lasers, reactors and FTL. 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. Directions. Build throwaway fleets of nearly naked PD corvettes, and soak up the first volley of torpedoes when you engage. 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. Arc Emitter Missile Carrier is a crazy strong build that is very effective against the AI's. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Carrier battleships can counter most anything. 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。. Its almost like two options are interchangeable. Hi, so I understand tracking and evasion fairly well enough but I need others to give input on this if they know for certain because the Arc emitter…Literally all you need to do to win by giant margins in stellaris on any difficulty is focus on science and rush battleships with hangers and arc-emitters. focused arc emitter would be awesome if there was a good armor ignoring L slot weapon but there isnt (cloud lightning has bad range and bad dps) Its worth it to go for arc emitters and leave the other slots empty as soon as your opponent has less than ~1/3 to 1/4 their defenses in form of hull, which is the case for fallen empires, contingency. Check at black holes systems, especially if it has an enemy warning icon on it. Stellaris. So on the alpha strike alone, the Carriers are killing 26 Corvettes. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. So an arc emitter can two-hit a battleship when lucky. Titan. Still, in 3. Focused Arc Emitters and Clould Lightning is best. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. The other 86% of DPS does not penetrate shields. You will be. One can tailor it a bit for Prethoryn/Hidden as needed. 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. Damage on the arc emitter can be 1 to 1700. With 60 range, the most you can squeeze out of them is 60 + 10% (rapid deployment war policy) +20% (cautious) + 20% (artillery combat computer) for a total of 95 range. . - 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. I also notice that when I wipe out crisis fleets with arc emitter BBs, they always wipe out crisis BBs first. You'd need 20 Corvettes with x3. 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. 在这个文件夹中找到两个能够使用Excel打开的文件,一个是ODS文件,一个是CSV文件,ODS文件是打开后不会乱码十分整齐的文件. Void clouds live to hang out there. Ennemy does not increase its hull over tech, loadout or time. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Reply. 6. Lance, giga cannon and emitter means anyone will have a bad day. 2. With 60 range, the most you can squeeze out of them is 60 + 10% (rapid deployment war policy) +20% (cautious) + 20% (artillery combat computer) for a total of 95 range. Stellaris is a colonization game, 0 micro manage or even anything in. Nemesis Patch #2 Released! MrFreake_PDX. 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. NK_2024 Collective Consciousness • 3 yr. The only difference was they were. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. tech_arc_emitter_2. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. First, range. This is a searchable and complete list of Stellaris technologies and their IDs. 解锁:在鼠标浮层中查看. I did some research and have arc emitters, which should be helpful. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. tech_arc_emitter_1: Arcane Deciphering. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. Mega Cannons+Neutron Launchers are more efficient otherwise. For one, I like to micro. Rare resource cost? neglible compared to everything else on a battleship. Hit multiple targets. It also adds several new subtrees with technology based on crystals, psionics, gravity. Army doctrine was no retreat for + 33 fire rate. No weapons do area damage, with the sole exception of the minefield, and thats an aura effect and not a weapon. I don't know what or where things went wrong, but I tried giving the new patch a chance. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. 25 / ×2. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Basically, have a titan with a quantum destabilizer and full of shields, cloud lightnings, and disruptors. Thats is our aim. Weapons try to maximize their damage. In playthrough #2 I'll experiment. Contact. 2 Ancient Nano-Missile Cloud Launcher; 4. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. 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. I have. Cloud Lightning is only good if you're using Arc Emitters as well. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. The other main weapon loadout is Neutron Launches with a Giga Cannon. But if you are hellbent on having your race get close without going crisis, then i suggest the following: 40% generic corvette 20% PD corvette 20% torpedo cruiser with normal missiles on S slots, and dual afterburner to get close quickly. Damage vastly outscales defense in Stellaris. 3 Arc Emitter; 2. If thats Contingency, just use disruptors instead. Arc Emitters and Repeatable Hull Point research. Arc Emitters are indeed designed to counter corvettes. This page was last edited on 14 October 2017, at 11:50. Considering how much shielding the Unbidden have, and Arc Emitters ignore all armour and shields, they seem to be the go-to XL slot weapon. Their damage is. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. Cloud lightning is an L-size weapon with range 70 and average damage 11. 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. Plasma Throwers: tech_plasma_1. So you're often better off equipping just the arc. 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. 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 go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. 5 Mega Cannon; 3. Targetting priorities. 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. Torpedo Corettes. 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). The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. only cost a year. ago. You just necro'd a post 18 months old. And then the rest never appear. Open console by pressing ~ and enter “research_technology (technology_id_here)”. 0) Number of years since game start is lower than 5 (×2. 4 Anti-Shield. . But I’m also lazy. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. Missile, strike craft, and arc emitters all have 100% accuracy. ago. 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. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. I tend to try and make them as split and even as possible across the board. 6. 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's a very thin gaussian. The advantage of the Arc Emitter is a 10% higher base accuracy. The Unbidden are heavily shield-based, so anything that specifically counters or bypasses shields is best. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. So an arc emitter can two-hit a battleship when lucky. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. A focused arc emitter + cloud lightning battleship is hitting for 150. Interact with diverse alien races, discover strange. In singleplayer you can just mass these, the AI will never counter them. Directions. You losing with 1. A better and stronger Arcology Project hsa. 例如:“异种保护区”(建筑. 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. 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. And besides that a Mix of Kinetic and Energy Artillery. The go-to way to use Whirlwinds is part of a balanced Battleship build. Its almost like two options are interchangeable. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. Fill the rest of the slots with disruptors, cloud lightnings, and arc emitters. 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). Stellaris. 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). Just the same options again and again. 4 Anti-Shield. (battleship/cruiser with gigacannon and arc emitter) and fodder arm (corvettes with swarm combat computer) Keep all Star bases at chokepoints upgraded and armed to the teeth, build missile defense platforms or, even better, strike craft platforms because as I’ve said before THEYRE THE HOT THING right now. Basically arc does 25% damage as shields are enough. That said, late game going with the arc emitter front and two hangar bays works out nicely to both counter enemy battleships with the arc emitters and other ships that don't have XL weapons with the strike craft (and arc emitter). Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. (And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at it. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. Members Online • KawaiiNyaruko . Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. The only difference was they were using Arc. I use Arc Emitters which stack with the energy weapon damage repeatable, since it goes through shields and armor I don't really see any use for the Giga cannon and Tachyon lance. man. Against Battleships, Arc Emitters suck. The focused arc emitter does 11. Stellaris currently has no AoE of any kind, again barring the minefield aura. Still, in 3. I'm playing on Ironman mode, 2350now with 15 250kish arc emitter battleship fleet. The damage spreading is somewhat known. Logical-Table-3530 • 2 mo. 4, XL weapons will. Economics is everything in stellaris if you have more ships you win. technology IDs. FAE stands for Focused Arc Emitter. Tachyons are good overall, especially against armour. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. I tend to try and make them as split and even as possible across the board. if the enemy is strong just check their composition and counter. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. Best Auras are locating and Reduction of Disengagement chance. With power booster on accessory slot. Focused arc emitters and cloud lightning do wonders against them, and use some flak cannons to deal with their strike craft (or strike craft of their own). Usually you'll get better results. • 1 yr. Reply Averath Platypus • Additional comment actions. All are pretty good but GC has the edge. In singleplayer you can just mass these, the AI will never counter them. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. 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. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. If you use Arc Emitters mixed in with anything that doesn't ignore shields, you are wasting that ability entirely - as bad as mixing Torps and non-shield penetration weapons. In a space storm, Tachyon Lance just murders things. If you want to use my mods as the basis for your own, you are very welcome to do so. Thread starter CocoCincinnati; Start date Dec 17, 2022; Jump to latest Follow Reply Menu We have updated our. Medium disruptor has range 60 and average damage 6. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. You either go with 4 Neutron Launchers or 4 Cloud Lightning. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 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. I. Still the point holds: THE META fleet is a BS only with a few torpvettes mixed incorisai Mar 22, 2019 @ 4:38pm. You need a few from every weapon or you are handicapping yourself. Example: I clear the Enigmatic Fortress chain and unlock the research. Which result in inability to fire those weapons. 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. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Other weapons can obviously be better depending on targets. 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. ; 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. Minimum range means, that ships cannot fire too close with certain weapons. 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. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. 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). 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. ago. 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). Stellaris Cheats; Technology Codes;. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Tho i have yet too see anything beat Arc Emitter spamm. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. 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. These fleets seem to be punching way above their weight. 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. 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. Arc Emitters: tech_arc_emitter_1. Depends on your other ships and weapons and what type of defense your enemy is using. Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. ?It doesn't matter whether you pick energy or kinetic or explosive, as long as the weapons you use are ignoring shields and armor. Strikecraft are the same but also clean up small ships very effectively. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Weapons try to maximize their damage. 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. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. If you're going the FAE path, then you don't want Kinetic weapons at all. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. 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). it is in the same category as the disruptor and the arc emitter. All 3 work fine if you massively overpower the enemy. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 6 isn't a Battleship meta. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. 2. Arc Emitters really are the go-to XL in general, expect a. It just misses an icon. Disruptor type weapons (including Cloud Lightning and Arc Emitters) are very good against Fallen Empires and the Contingency, as they have a lot of shields and armour but relatively little hull. Magyarharcos. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. which of the 3 type, specifically. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. 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. 1 Energy Siphon; 2. – X-slot weapons and L-slot long-range weapons range are reduced. It shoots a 30° electric arc spreading through nearby walls and between enemies. . 2 since they lost their Arc Emitters for Tachyon Lances. 3. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. 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). Getting thorugh. This page was last edited on 14 October 2017, at 11:50. Selenba • 3 mo. 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. Don't even research them. Very few get through as they hit 100% of the time and bypass everything. Arc Emitters in Xs. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. Arc Emitters: tech_arc_emitter_1. This is my attempt to sort out some things and get rid of confusion. A complete and up-to-date searchable list of all Stellaris technology IDs. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Loadout. 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. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. Rare resource cost? neglible compared to everything else on a battleship. The giga has 50% armor pen, and an extra 33% shield damage. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. InflationCold3591 • 3 mo. 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. But even then I will tend to go Giga if there. 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. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 4. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. 5 times the fleet power does not suprise. 12000. FE/AE and the Contingency are the best examples for this. The juggernaut is different because it can rotate so the arc emitters can always fire. 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. Go to Stellaris r/Stellaris. No arc emitters or cloud lightning, just kinetic and non. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Arc Emitters are only good against the Contingency. Giving up one strike craft for the arc emitter is easily worth it. I think the meta is Giga Cannon with neutrons. Choose weapons that ignore or are more effective against the enemy’s ship design. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. The tachyon has 90% armor pen, and -33% shield damage. For one, I like to micro. 4 Torpedoes; 4. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Videogames, Guides, Cheats and Codes. Stellaris Dev Diary #312 - 3. In stellaris 2. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 23 votes, 22 comments. This mod also adds two new. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Arc Emitters are a situational advantage. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. . . 4. 2. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. 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.