They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. 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. 4. These cruisers went directly for the backline. Amongst the battleship based weapons in vanilla Stellaria, it seems that the Arc Emitter is over powered because it completely bypasses shields and…XL arc emitter bypass all shields and all armour and phase disrupters do the same. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. 0) Number of years since game start is greater than 10 (×2. In singleplayer you can just mass these, the AI will never counter them. Might actually be better for keeping your Battleships healthy, now that I think about it. 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. If you have 5-6 fleets of those battleships and titans you can kill an unbidden fleet and the anchor with no losses. Directions. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Stellaris Cheats; Technology Codes;. 8. 3. For one, I like to micro. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. 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. 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. Disruptor Corvettes have absolutely garbage damage, 7. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. ago. 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. crystal hull plus the regen from scavenger bot and engineer admiral. So for a somewhat new person like me this sounds fantastic and that I should basically only use. Slaanesh-Sama • 4 yr. Cruisers with a torpedo front, a hangar mid, and the gunship stern. E. Use arc emitters and kinetic battery. Especially about the targetting AI. S, M - Disruptor L - Cloud Strike X - Arc Emitter Hope this helps, and have fun. For specific weapons, you can really pick your choice. Missile, strike craft, and arc emitters all have 100% accuracy. Directions. 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. The void cloud will only start losing HP (green bar/circle) once you got the shield (blue bar/circle) down. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. 4. Home;. Stellaris. 例如:“异种. Basically, have a titan with a quantum destabilizer and full of shields, cloud lightnings, and disruptors. Go to Stellaris r/Stellaris. It also adds several new subtrees with technology based on crystals, psionics, gravity. Go to Stellaris r/Stellaris. Embarrassingly, I'm still a hefty novice when it comes to ship design. So the battleships and cruisers try to maintain permanent 100 range while firing. These are also easily moddable via its file, see #Tiers . The Contingency got nerfed pretty hard in 1. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Tachyon Lance + Neutron Launcher stays competitive with Focus Arc Emitter + Cloud Lightning up to around 90 levels deep. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Cloud lightning is an L-size weapon with range 70 and average damage 11. Playing against a 25x Contingency. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. Best weapon for the Prethoryn: definitely. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. 64 DPS. Focusing fire poorly also makes it more likely, but is bad overall. HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. 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. Still, in 3. The advantage of the Arc Emitter is a 10% higher base accuracy. 6+ Stellaris. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Accepted Payments控制台( console ),是群星( Stellaris )中用于修改,调试的一个控制器。 注意,本页面中的+号大多指空格。注意想知道名称或者需要可以输入debugtooltip来实现。 注: 铁人. - 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. Reply. 对该项目的细节说明请添加至相关页面. Since torpedos go in the G slot, which are reserved for Frigates and cruisers iirc. The Big RollerOn average every Arc Emitter does 850. Every single post lauding the capabilities of Arc Emitters will contain something about them being a "corvette-killer", but. 5 times the fleet power does not suprise. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. Thus we can expect a Revenant to die for every 5 Arc Emitters. The AI likes to use point defense and smaller ships, but if there's a problem just throw more bullets (swarmer missiles and strike craft) at it. These are energy weapons too and they completly ignore shields. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Stellaris. 2 UPDATE 20210111Balancing of strikecrafts and X/L slot weapons. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. They've pretty effectively countered your fleet build, since the energy weapons can take down your. if the enemy is strong just check their composition and counter. Always go with long-ranged weapons on Battleships, it is their entire strength. 2x Hangar module starport are superb value in the early-game, 3x Hangar/1x shipyard starholds stay relevant for quite some time and can provide a superb staging base for your fleets (seriously, make sure you include that shipyard, your fleets repair basically instantly at a starbase with a shipyard and it's well worth the inclusion). I’ve had trouble in the past with their arc emitters and need a counter. The damage spreading is somewhat known. First, range. 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. 1. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. It's a very thin gaussian. You just necro'd a post 18 months old. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Rare resource cost? neglible compared to everything else on a battleship. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Weapons with bonus vs Shields (like Kinetics) might be accidently considered a shield-breaker. Matter Disintegrator - A new approach. Stellaris Dev Diary #312 - 3. 解锁:在鼠标浮层中查看. Another thing to consider once you get to the artillery battleship stage of the game is that the Focused Arc Emitter is actually pretty good as an alpha strike weapon: it has the full 150 range and deals around 2/3 as much base damage as the other X weapons, but completely skipping shields and armor will get you a lot of outright kills on large. Ok so I will be going Arc Emitters + Phased Disruptors and Full Armor with 1 shield because I like to keep all my weapons in one tech and all of my defense in another tech for maximum repeatable technology efficiency. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. Basically the piercing guns and the conventional guns are fighting two different battles: Either the AE destroys the target before the other guns are not done with shields / armor, then even the low DPS from disruptor / cloud would have. A complete and up-to-date searchable list of all Stellaris. 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. 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. Damage vastly outscales defense in Stellaris. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Cruisers are plain useless except for missile boats to diverse DMG output. I just know in the last few games, 2 fleets of battleships will get rolled where as my 2 fleets of Disruptor corvettes are what saved my empire from. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. ago. Selenba • 3 mo. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Logical-Table-3530 • 2 mo. 6. Rare resource cost? neglible compared to everything else on a battleship. 5 Mega Cannon; 3. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). technology IDs. I have. – Strikecrafts damage has been reduced and speed was rolled-back. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 3. 2 since they lost their Arc Emitters for Tachyon Lances. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Plasma is good, but it should also be paired with kinetic weapons. 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. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. The design gets even better if the crisis is the Scourge because their special fighter you can scavenge from debris does more damage and has 66% armor penetration (instead of just bonus armor damage) in addition to the normal 100% shield penetration. Getting thorugh. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Where's my fucking reactive armor, goddammit. But even then I will tend to go Giga if there. • 1 yr. 8* 한국어 패치 및 설명. Arc Emitter + cloud lightning battleships, with or without PD destroyers. Go to Stellaris r/Stellaris. Life is MorningLightMountain. tech_arcane_deciphering: Armored. Yeah the S- or M plasma on Line Cruisers are fine. Plasma Cannons: tech_plasma_3. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). Stellaris. Assuming they deal their full damage. Is it the Focused Arc Emitter o. Its almost like two options are interchangeable. The giga has 50% armor pen, and an extra 33% shield damage. I've been using arc emitter carriers in my current run against 5x GA Unbidden and Contingency (using mods for forced ~2300 triple crisis), and while they were. Stellaris. It offers the best alpha strike) as many shields as you can fit one shield capacitor one reaction boosterNot to say Stellaris must follow history/be realistic, but it would give carriers a distinct advantage over other weapon systems. 2. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. 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 Emitters are indeed designed to counter corvettes. 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。. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. In singleplayer you can just mass these, the AI will never counter them. If the enemy is faster, then they cannot. Numbers roughly add up. There is no best weapon. I don't know what or where things went wrong, but I tried giving the new patch a chance. 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. 2. tech_arc_emitter_2. (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. 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. Contingency has basicaly +100% buff to almost everything (damage, health etc) and uses the following weapons: All warforms (battleships) have Focused Arc Emitter which completely ignores shield, armor and has 100% accuracy. That almost never happens. r/D4Druid. 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. How do you guys handle them?Lasers suck against shields. From my experience, artillery BS fleets win arc emitter fleets. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. 1 Missiles; 4. Make sure you have high accuracy; aux fire control helps for this. You'd need 20 Corvettes with x3. 5 combat model. This means 86% of the ships DPS is ineffective until shields are down. 25 / ×2. Damage on the arc emitter can be 1 to 1700. All are pretty good but GC has the edge. 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. Arc Emitter works best when mixed with Missiles and Strike Craft, which ignore shields and won't damage them at all. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 50% get to the shield. 5 combat model. . 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. Jump to latest Follow Reply. Community Hub. Arc Emitters really are the go-to XL in general, expect a. Targetting priorities. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. 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. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. The only time this reverses is against the Unbidden. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. 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. Stellaris has a rather cheap upgrade system, where its easy to switch designs. G spot is too hard to find on corvettes hehe. g. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. !!! This is the Stellaris 2. 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). Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. I can see how the arc emitters aren't helping with defense breaking here. 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. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. Arc Emitters. Where do people stand on arc emitters? On paper with the average damage and the shield/armour pen they seem amazing but then you look at the damage…14 votes, 26 comments. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Keep. (×1. They never miss and wholly bypass armour and shields. Jun 28, 2022. XL arc emitters have great range and dmg although phase disrupters are short range and pretty weak - so not ideal. 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. Ive got arc emitters on my juggernaught for example and it will happily fire them while moving away from the enemy :| That said ive also got battleships with arc emitters which do have to. 1. Generally I fit my ships depending on the composition of enemy fleets. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. The go-to way to use Whirlwinds is part of a balanced Battleship build. So my ideal fleet comp would be torpvettes and arty battleships. Personally, I'm not to familiar with Stellaris MODS in general, but is there a mod that adds new Titan Weapons which are upscaled versions of pre-existing technologies, like [Giga Cannon], [Tachyon Lance] [Focused Arc Emitter] and maybe X-Types and Titan Types of [Neutron Launcher]? Because, if not, that would be a great addition. But arc emitter carriers slot nicely with missile cruisers. Tho i have yet too see anything beat Arc Emitter spamm. Ultimately went Kinetic on Battleships and Plasma on cruisers. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. Thread starter Starcomet; Start date Mar 1, 2018; Jump to latest Follow Reply Menu We have updated our. Rare resource cost? neglible compared to everything else on a battleship. Access to cloud lightning is well worth going to war over border access if you're already set on arc emitters. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. In a space storm, Tachyon Lance just murders things. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. 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. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. 具体改法为(仅适用于steam正版):. So my ideal fleet comp would be torpvettes and arty battleships. I guess what I am frustrated about is that Stellaris gives you many options for. One thing I learned recently is that you only need 1 ship per fleet with. Arc emitters + neutron launchers > the rest. 1 Titan for snare aura to reduce enemy disengage. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. Still, in 3. Arc Emitters are also quite OP. 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. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. 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. Synergizes well with the Carriers core. Contact. 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. 6 update. 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. 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. 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. Basically shield + armor pen because FE have very high shields and armor. Directions. All 3 work fine if you massively overpower the enemy. ago. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. The battleship equivalents seem to pack multiple arc emitters each that can one-shot your corvettes regardless of evasion thanks to their 100% accuracy and tracking. Significant-Phase-71 • 2 yr. What is everyone's favorite version of Doomstacks? Mine is a few titains, a lot of battleships and the rest cruisers all with…Is there any way to remove arc emitters from use? My latest game has just turned into a match of whose X Arc emitter armed ships can destroy the opposing first which is pretty dull, i want to see my big ships dukeing it out with the enemies. The focused arc has 100% armor pen and 100% shield pen. 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. 1x Perdition Beam;I don't know what or where things went wrong, but I tried giving the new patch a chance. Members Online. Giga can spread damage to help take down shields then tachyon focus fires. 62 DPS per corvette with fully-upgraded weaponry. If we divide this by the 3000 hull points each of those ships has, 5 carriers go down immediately while a sixth limps. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. 4. 50% pierce through the shield, but gets reduced by 50% of the ships armor. So an arc emitter can two-hit a battleship when lucky. Home; Guides; Code Lists. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 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. In singleplayer you can just mass these, the AI will never counter them. Arc emitters instead of proton/neutron torps and giga cannons. Energy Weapons buff is best simply because of Arc Emitter / CL, iirc it also buffs Point Defense against Missiles. List of all technology ids in the game to be used with “research_technology” console command. It seems that arc emitters are slightly better. 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. The juggernaut is different because it can rotate so the arc emitters can always fire. 3 Arc Emitter; 2. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. Against a Xenophobic FE, your best bet is a fleet of Battleships (don't build anything else) with the XLLLL design: first section is Spinal Mount featuring an X weapon using the Arc Emitter / Focused Arc Emitter (this is really important), second section should be Artillery and have 3x L weapon, and last should have a single L slot. The 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. Minimum range means, that ships cannot fire too close with certain weapons. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. If you're going the FAE path, then you don't want Kinetic weapons at all. 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. 2 Ancient Macro Batteries; 3. 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 alternative weapons are redundant and inferior in comparison as kinetic artillery and tachyon lances are both low in stats and bad against shields respectively. About 1. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Arc Emitters are already balanced, and don't need a change. Stellaris. It can be issue when you have 3-6 battleships. Because Disruptors are the single worst mainline weapon in the game. Use the torpedo computer, and fill up free slots with missiles. 44. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). References External link: Stellaris Tech Tree (Vanilla) Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they don't. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Using Focused Arc Emitters and Cloud Lightning completely bypasses shield strength and armor strength. If thats Contingency, just use disruptors instead. 4 Torpedoes; 4. It is only visual bug and doesn't affect actual damage to enemies. While it seems good, it's actually better to use. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. 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. 2 days faster than the Arc. Example: research_technology tech_starbase_3. Videogames, Guides, Cheats and Codes. You either go with 4 Neutron Launchers or 4 Cloud Lightning. Probably artillery is better. Very few get through as they hit 100% of the time and bypass everything. Unbidden: Unbidden is the only time that Arc Emitters actually shine. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. The end of my last game i had 550. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. 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. Nemesis Patch #2 Released! MrFreake_PDX. It just misses an icon. Their damage is. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. 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. Hit multiple targets. 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. 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. 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. A focused arc emitter + cloud lightning battleship is hitting for 150. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. Embarrassingly, I'm still a hefty novice when it comes to ship design. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. This balances them out. Focused Arc Emitters vs Tachyon Lance 2. So you're often better off equipping just the arc. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. 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. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. Members Online • [deleted]. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. I don't know what or where things went wrong, but I tried giving the new patch a chance. To quickly find a tech in this list press ctrl + f and type in the techs name. 2 Ancient Nano-Missile Cloud Launcher; 4. I hadn't noticed it. You can literally take the hull out from under everything, without having to peel back the shield and the armor first. A battleship has around 3000 hit points. • 1 yr. 3. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. 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. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. Directions. 25+ arc emitters (or 50+ if you stack fleets) going off before the enemy is even in range will cause casualties and can win you a battle before it even properly started. Usage. Unbidden anchors provide 50% hardening to all units in the system.