Arc emitter stellaris. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Arc emitter stellaris

 
 This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter")Arc emitter stellaris 1

Rare resource cost? neglible compared to everything else on a battleship. If you roll the unbidden, their weapons actually have the same range meaning that you could use nothing but those two weapons to obliterate everything from a distance. Stellaris. Even without repeatables that setup should be more than enough to handle any of the crises easily. And then the rest never appear. . Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). 64 DPS. Minimum range means, that ships cannot fire too close with certain weapons. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. Against armour (scourge) Lances. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. Most urgent late game problem. Logical-Table-3530 • 2 mo. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. The giga has 50% armor pen, and an extra 33% shield damage. Stellaris. Damage vastly outscales defense in Stellaris. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. FAE stands for Focused Arc Emitter. 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. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. Plasma is good, but it should also be paired with kinetic weapons. 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 personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Adding hull repeatables isn't really possible, because it would. In stellaris 2. 6. 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. Numbers roughly add up. Stellaris Dev Diary #318 - Announcing Astral Planes. InflationCold3591 • 3 mo. Let's jump into the foundational design before I start explaining. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. It can be issue when you have 3-6 battleships. It just misses an icon. Stellaris Dev Diary #312 - 3. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Helican Jul 19, 2016 @ 9:11am. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 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. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. ago. !!! This is the Stellaris 2. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. Definitely an easy thing to test if you're curious. The effect seems surprised and i feel a lot. 1) Cruisers are "poor man battleships" and should be avoided. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. It shoots a 30° electric arc spreading through nearby walls and between enemies. Computing The Computing tech tree focuses on Research, sensors and espionage. Arc emitters + neutron launchers > the rest. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. . Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. These cruisers went directly for the backline. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. 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. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. 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. In a space storm, Tachyon Lance just murders things. 对该项目的细节说明请添加至相关页面. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. Anti-Shield weapons have that property. 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. 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. After your first fleet engages, have a second fleet of naked battleships engage. And if you are going to weild corvettes (and you should, both for the speed boost to your main fleet and as effective 'ablative armor') then they should actually be doing something. While it seems good, it's actually better to use. Tachyon Lances:The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. I can see how the arc emitters aren't helping with defense breaking here. ago. 2. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. I've done the math and tests. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. Yeah the S- or M plasma on Line Cruisers are fine. Content is available under Attribution-ShareAlike 3. Cloud Lightning; Giga Cannon vs Kinetic Artillery). so no reverse engineering. Go to Stellaris r/Stellaris. Those low rolls are outweighed by volume of fire. 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). Depends on the enemy’s defenses. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Reply. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Accuracy useless since arc emitter is 100%. So my ideal fleet comp would be torpvettes and arty battleships. Stellaris. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 50% get to the shield. Assuming they deal their full damage. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. A better and stronger Arcology Project hsa. 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. 3 Autocannon; 3. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. What many forget is that damaging the hull directly reduces the attack effectiveness of the target by half of the damage taken: it's -50% effectiveness at 0 HP so -25% at half HP. A complete and up-to-date searchable list of all Stellaris technology IDs. 4 Torpedoes; 4. There is no best weapon. 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. 0. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Arc Emitters are great if you stack a fleet with them. 6 update. (×1. 对该项目的细节说明请添加至相关页面. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. Arc Emitters are also quite OP. I don't know what or where things went wrong, but I tried giving the new patch a chance. And ennemy destroyers holding mostly PD that are going to serve no purpose do not. The reason may be that the unbidden fleet is spread out across a radius of close to 60. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. Nah. 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. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Rare resource cost? neglible compared to everything else on a battleship. Arc emitter + Cloud lightning/disruptor battleships are the best counters for both of the above. 8* 한국어 패치 및 설명. Contact. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. Arc Emitters are only good against the Contingency. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. 05) and (0. 解锁:在鼠标浮层中查看. Mega Cannons+Neutron Launchers are more efficient otherwise. I guess what I am frustrated about is that Stellaris gives you many options for. r/D4Druid. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. The other main weapon loadout is Neutron Launches with a Giga Cannon. In singleplayer you can just mass these, the AI will never counter them. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Cloud lightning is an L-size weapon with range 70 and average damage 11. But not like the status of Arc Emitters in X slot. What am I missing?Stellaris. In singleplayer you can just mass these, the AI will never counter them. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. 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. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. 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. . First, range. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. 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 Emitter + Cloud Lightning is the combo. And if it does happens- you have disruptors, cloud lighting and arc emitter. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. Directions. 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. 4. 4. The focused arc has 100% armor pen and 100% shield pen. While it seems good, it's actually better to use. This page was last edited on 14 October 2017, at 11:50. However, once shields are down it's the weakest of the spinal mount weapons. If thats Contingency, just use disruptors instead. One thing I learned recently is that you only need 1 ship per fleet with. Its almost like two options are interchangeable. 5 damage per shot while completely ignoring shields and armor. But I’m also lazy. 例如:“异种保护区”(建筑. I must add, lances at hitscan, meaning as soon as they fire they touch the enemy, same for arc emitters, but mega cannons are not, they have travel. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. 2) Battleships with Arc Emitters and Cloud lightings are insanely powerful (especially with AI mod - because with it AI will able to get own repeatables too and since it pen weapons will start to win over "normal" one). 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. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. tech_arcane_deciphering: Armored. Those that do will use cloud lightning and arc emitters with a strike craft bay. Fighting FE / AE is one of the best-understood military scenarios in Stellaris because it is so clear-cut: Focused Arc Emitter Battleships are the best setup to have, by a massive margin. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Live Chat; 1-800-522-3747 Mon-Fri, 9am To 2pm PST; 190 Sanhedrin Circle Willits, CA 95490; Connect With Us. 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. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. Directions. Choose weapons that ignore or are more effective against the enemy’s ship design. Lances are countered with shields, which makes them suboptimal in the start of the battle. Selenba • 3 mo. This mod also adds two new. So my ideal fleet comp would be torpvettes and arty battleships. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. 12000. Issue 2: Some ships can take the hit. These are energy weapons too and they completly ignore shields. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. 55. 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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Torpedo Corettes. 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. 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). That leaves you with lances or arc emitters. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. However, this build has the disadvantage of range. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. I remember a few patches ago certain weapon types weren’t affected by repeatables. Critical mass of arc emitters will annihilate any ship composition, but you do need to outnumber the enemy pretty heavily. 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. Directions. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. (But to be honest, with vanilla stellaris, once you have focused arc emitters you can easily take out any FE, and you get those around 2240 in a tech rush. Unbidden: Unbidden is the only time that Arc Emitters actually shine. Derived from [Universal Arc Emitter] Mod, this is a L-slot arc weapon, kind 'a better and more expensive cloud lightning, or smaller arc emitter. Loadout. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. If you think Engineering research is bloated then get a propulsion specialist if you want guns or a voidcraft specialist if you want stations and chassis, and get a couple more tech picks. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. 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. Tachyons are good overall, especially against armour. 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’ve had trouble in the past with their arc emitters and need a counter. Crystal plating perhaps but everything else is irrelevant. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Like someone mentioned to use Arc Emitter + Strike Craft - then the Arc Emitter is fighting alone against the hull, while the strike craft and missiles are separately working on the armor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Maybe the lack of speed boosts for kiting has been my issue. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. Disruptors pair well with missiles, torpedoes, arc emitters, and strike craft. 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. Arc Emitters: tech_arc_emitter_1. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 3. But, what makes them better than missiles, strike craft, or kinetics is the fact that they have higher. You either go with 4 Neutron Launchers or 4 Cloud Lightning. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). 例如:“异种. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. You just necro'd a post 18 months old. 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. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Directions. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. So Mega/Giga cannons are the way to go in most cases. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. In singleplayer you can just mass these, the AI will never counter them. Getting thorugh. Stellaris. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. What am I missing?Stellaris. Not so much for PVP but for PVE. But this is close enough that you propably need a much longer test set to be sure. I'm a veteran of Stellaris, playing since super early days. Because Disruptors are the single worst mainline weapon in the game. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic artillery) or S/M (Disruptor vs gamma laser/gauss cannon). First, range. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. Stellaris Cheats; Technology Codes;. Auto-best is not good, it frequently makes completely nonsensical design decisions. Focused Arc Emitters and Clould Lightning is best. For the record, in stellaris 2. Arc Emitters I'm pretty sure. All 3 work fine if you massively overpower the enemy. woundedspider. 例如:“异种. 6. In playthrough #2 I'll experiment. Then roll them up with your own arc emitter battleships, preferably from behind their battlecruisers. 6 update. Make sure you're using Line computer on a BS rocking Cloud Lightning, artillery is absolutely inferior for this loadout. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. Usually you'll get better results. The damage spreading is somewhat known. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. 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. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. There's even an argument for picking the lowest tier engines to save on alloys. 3. Go to Stellaris r/Stellaris. technology IDs. Plasma Throwers: tech_plasma_1. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Lance, giga cannon and emitter means anyone will have a bad day. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. The tachyon has 90% armor pen, and -33% shield damage. 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. Arc Emitter requires Disruptors as a prerequisite, not Cloud Lightning. Missile, strike craft, and arc emitters all have 100% accuracy. Hull is 3300. That said, late game going with the arc emitter front and. ago. Gigacannon needs to do 12600 to kill. 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. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 4 Anti-Shield. 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. Battleships will be build, but not very many. Cloud Lightning is only good if you're using Arc Emitters as well. Unbidden anchors provide 50% hardening to all units in the system. It's contextual really. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. Don't even research them. Rare resource cost? neglible compared to everything else on a battleship. This is the easiest way to use the guide in game, especially if you don't really plan ahead. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 0) Number of years since game start is greater. - Biological weapons and armors. if the enemy is strong just check their composition and counter. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. e. Playing against a 25x Contingency. You want +5% Damage buffs more than +5% rate of fire, to a point. 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. The only difference was they were. lances have much better armor penetration. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. I hadn't noticed it. 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. MorningLightMountain is Prime. List of all technology ids in the game to be used with “research_technology” console command. 2. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. It's all about using weapons that complement each other. This balances them out. )Use a few carrier battleships with Focused Arc emitters and swarmer missiles, swarmer missile destroyers, and a sizable group of either corvettes/frigates and you'll be good to go. Arc Emitter damage is very unreliable, their possible damage range is huge, from almost no damage to decent, you don't know what you are going to get per shot. ; About Stellaris Wiki; Mobile viewWhile the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors. • 1 yr. Arc Emitters have 3 strengths: Perfect (100%) accuracy. 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). Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). So that’s 2M damage per week. Disruptor Corvettes have absolutely garbage damage, 7. Not sure which. Medium disruptor has range 60 and average damage 6. 0) Number of years since game start is greater than 15 (×2.