Personally late game I just use Battleships with a Focused Arc Emitter, 2 Phase Disruptors, and 2 Plasma Cannons. Just the same options again and again. 例如:“异种保护区”(建筑)的特殊说明请在“建筑”页面下修改. Join. Try to grab any admurals w. . Moderator. 92, which is lower than our. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. Reply. The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. 维护. Battleship: giga cannon with neutron launchers. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!For instance, Spiritualists use the Avatar which has 3560 hullpoints, Focused Arc Emitter, Plasma, Whirlwind missiles, and 2 hangars. The Focused Arc Emitter is indeed a very powerful weapon. Tier 1 armor and shields unless I'm rolling in alloys. So against FEs your by far best weaponry is the X-Focused Arc Emitter, long range, negates shields and hull and strikes directly vs the hull. If you're going the FAE path, then you don't want Kinetic weapons at all. The nomad ships are OP AF they have focused arc emitters on a Destroyer frame. How does hardening actually work? Certain utility components give hardening effects. My nearby FE has about 260k but I'm pretty sure I can win if I just play it smart. Very little reason to use anything else once you have full tech access)Stellaris. Was testing how strong naked battleships with FAEs were, my setup was literally just the Focused Arc Emitter in the X-slot, no other weapons, and then crystal plating for the hull. 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. The regular Arc Emitter can do the job as well, but the Focused Arc Emitter is just better. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. My current sit is: Year is 2373 #4 in VIctory rankings Fleet Power 4,056 Some offensive weapons I have: Focused Arc Emitter II, Ancient Saturator Arty Some Defensive: Durasteel Armor IV, Hyper Shields V My issue is I feel like I am throwing darts in the blind when I go to start building a fleet to get aggressive, For many years, I have gone to Ship. Two Focused Arc-Emitters, six strike craft slots, and four shield capacitors mean there aren’t many things that will worry an empire in control of a Juggernaut. All you need for this massive size of fleets is: Enough energy and strongholds. Once you get focused arc emitter and cloud lightning I don't see a reason to use the other two weapons? Are there possibly enemies in the game with TONS of hull and very little shields or armor where you'd want the extra raw damage? My fleets. Rare resource cost? neglible compared to everything else on a battleship. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. A small amount of Point Defense defends against Torpedoes and. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It is the best weapon, by far, against FEs, that the game has to offer, and your fleet is all battleships either way Use Line Computer for +Hit so your Kinetic Artillery / Neutron Launchers have an ok chance to hit. Juggernaut with range module. Another factor is that pure arc emitter fleet deals damage from 150 range, directly to hull which is 2x smaller than shields. 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. In singleplayer you can just mass these, the AI will never counter them. The best counter to enemy strikecraft is your own strikecraft, as well as PD, which your hangar slots will provide. If i not mistaken, the xenophobes like using kinetic weapons and armor, so your ships must be using lasers and armor to perfectly counter them. It shoots a 30° electric arc spreading through nearby walls and between enemies. Launchers, the Marauders are the median weapon so it will prefer 100 range. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. Irrigation Design Guide. Please note that I am rounding numbers, and ignoring carry over damage here. 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. A place to share content, ask questions and/or talk about the 4X grand strategy…I find it more efficient to mass battleships and titans that can alpha-strike enemy fleets even before they get into range. 85sec cooldown | 90% Acc. What you end up with is that the alpha strike with Focused Arc Emitters will fry a few ships immediately, then the shorter-ranged Neutron Launchers will fire against different targets. The booklet. Strike Craft are unnecessary if you are using. In singleplayer you can just mass these, the AI will never counter them. )Vs Unbidden it's all Giga Cannon and Kinetic Artillery. Also, since they all have a cool down of approximately 8 ticks, average. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). 12000. Carrier BBs in the same role do sacrifice more, though, and Focused Arc Emitter is 9. 84 Avg. However, lances have 10% higher chance to hit (85% base vs 75%). I'd like some advice on a fleet build to counter the FE's. 1x Focused Arc Emitter 4x Cloud Lightning 2x Auxiliary Fire Control Line Computer This design has won me a lot of hard fought battles against FE, AE, and crisis. The enemy fleets use focused arc emitters (FAEs), which still never miss, ignore all armour and shields, and do an average of 100ish damage a hit. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. Somewhat new to Stellaris, and all the guides on ships I can find are for 2. The exact weapons you choose can vary; the Tachyon Lance, Giga Cannon, Focused Arc Emitter, Neutron Launcher, Kinetic Artillery, and Cloud Lightning are the best weapons and different loadouts have different pros and cons. I feel that they are insignificant to the equation. It offers the best alpha strike) as many shields as you can fit one shield capacitor one reaction booster Yeah, for single player, focused arc emitter carrier battleships, with pd and missles, are a very good all rounder. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. research_technology tech_arc_emitter_2. I'd go with the spinal personally. Hangars are the only traditional Battleship weapon that didn't get their damage output nerfed (they lose their point defense property instead), but the rest of the Carrier core got buffed immensely. Stellaris Dev Diary #277 - The Hunt is On (Stellaris 3. Using crystal plating to improve hull points doesn’t work enough. I do have gigacannons, kinetic artillery, and neutron launchers available and present on my BS, I can probably reshape all my fleets to only. My fleet was originally missile-based and it did reasonably well, but took heavy attrition by closing range under the focused arc emitter fire. Jump to latest Follow Reply. Repeatables for Focused Arc Emitters and Cloud Lightning . The Arc Emitter has great synergy with Missiles and Strike Craft so you don't. I generally use artillery Titans with the nanobot cloud aura. Always use the Focused Arc Emitter. A good "catch-all" Battleship design that doesn't have this problem is Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Whirlwind Missiles, and 3 Afterburners. Got them in 2240 ish. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. It is cheap, effective, and is good against literally everything until you. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. Focused Arc Emitters vs Tachyon Lance 2. 6. Carrier Battleship: always use the Spinal Mount bow and Artillery stern. after the Arc Emitter/ Focused Arc Emitter not having been available for research to players on. At very minimum this would upset the weapon balance, as some weapons are totally reliant on coordination while others don't really need. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. If u have a null void beam (it will totally melt enemy shields) use that (you get it through a pop up scenario), focused arc emitter, neutron launcher those weapons are great. 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. Go to Stellaris r/Stellaris. I will keep using a fleet of corvettes until I gain battleships, then I go into X-class artillery battleships using only Focused Arc Emitters and Cloud Lightning. Go to Stellaris r/Stellaris. However, I don't do this nearly as much since the Strike Craft buff. 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. In singleplayer you can just mass these, the AI will never counter them. They're good all around, the Focused Arc Emitter, while doing the least damage of all the XL weapons, it goes completely through Shields and Armor, on top of that it has 100% Tracking and Accuracy, so it cannot miss,. Agree about the importance of penetration. Stellaris Dev Diary #312 - 3. Battleships can carry up to 3 H slots (one in front, 2 in center, again in ship designer) but I find it best to run a X slot in front, Carrier Core in Center (2H), and L slot in rear. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. However, when it comes to the L. Focused Arc Emitter and four T4+ L-slot penetrators take 31. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. 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. You need strong enough fleets to take down their starbases with no losses. There is no best weapon. 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. In the only run I got them I had a total of 15. In singleplayer you can just mass these, the AI will never counter them. Adding more repeatable techs will increase shield and armor without increasing hull, so as you progress deeper into the repeatables focused arc emitter does become more favorable. 2. 60sec cooldown | 100% Acc. Contents. For the auxiliary slots i do afterburners. On a related note, OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and. It's not the only option, as Tachyon Lance and Giga Cannon are also quite strong, but I do think it's the overall best of the spinal mount weapons. One thing I learned recently is that you only need 1 ship per fleet with. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. Weapons: teir 2 kinetic artillery x3. Powerful weapons that launch a lightning arc of chaotic energy at targets, which in part can ignore armor and shields. research_technology tech_antimatter_power Amoeba Breeding. By tye time I won that game (22502 no crisis just a domination victory) I had only lost 2 in combat. They only have a damage penalty of 1/3 compared to the other two, are 100% accurate, and bypass all defenses. You can also try with Neutron. 1) Tachyons have signifantly more raw dps then arc emitters : 24. 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. An additional 20% of the current market, employing the more complex passivated emitter and rear cell (PERC) design, is similarly limited to PCEs of around. You can always swap to Focused Arc Emitter if you're up against shield-heavy foes. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Per page: 15 30 50. The focused arc emitter does 11. 01 vs 12. Cloud Lightning in the L slots is not worth it unless you have a hell of a lot of repeatables, Neutron. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The lance does more raw damage but iirc the scourge have roughly equal hull and armor, meaning they basically take the same number of shots to kill any given scourge (lance does double damage but emitter ignores 50% hp). Thread starter Jasons073; Start date May 27, 2022; Jump to latest Follow Reply. Stellaris. --------------. Hearts of Iron III: Tech Support. Shields and Armor keep growing late game, due to repeatable technologies, while the hull repeatable technology was removed so hull remains static all game. Get cloud lightning. . Torpedoes are another important weapon; they are the best missile weapon (there is no reason to use any other missiles) and are the best weapon selection for Corvettes after the early-game. That's putting them at a huge advantage. Discover; Our brands; Browse; Play on Paradox technology; COMMUNITY. Use only battleships and titans (don't even bother with smaller ships). Strike Craft are unnecessary if you are using Cloud Lightning, as that has very high tracking and fries Corvettes just fine. The question of "why have multiple ship sizes at. For battleship going with focused arc emitter in the x-slot, since you will lack any hard hitter weapons it is best to just hit the hull directly with your x-slots from longer range. 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 have two fleets, one with 94K and the other with 96K. This design guide describes how to plan a drip and low-flow irrigation system tailored specifically for your garden and its watering needs. 12 Battleships w/ all Armor, Focused Arc Emitter and Cloud Lightning 52 Destroyers w/ all Armor, Cloud Lightning and Flak or Point Defense. never combine arc with anything else that isn't disruptor. There's also Focused Arc Emitter + 4 Neutron Launcher which trades off the crazy killing power of the Tachyon Lance for the ability to bypass shields with the Focused Arc Emitter. 2 times the damage of Cloud Lightning plus CL has terrible range so X slots count for even more in those fleets. 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. Generally I fit my ships depending on the composition of enemy fleets. What was the inspiration for the Unbidden? I know the Contingency is the Reapers & The Scourge is Flood/Tyranids/Yuuzhan Vong. Copy Copy tech_antimatter_power. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, 3 Afterburners, Carrier computer. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. Cannons rip the shields off, plasma tears through shields/hull at respectable rates. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. 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. Vs fallen empire arc emitters with void cloud weapon Both in artillery mode . If thats Contingency, just use disruptors instead. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. However, they have…I personally have 3 variants, mega/giga cannon with kinetic battery/artillery, particle/tachyon lance with proton/neutron launchers, and arc/focused arc emitter with cloud lightning. Basically shield + armor pen because FE have very high shields and armor. 57 days; Focused Arc Emitter takes 28. But this is close enough that you propably need a much longer test set to be sure. Basically the meta BB with tachyon is your most versatile, but as always, adding a couple other designs to flesh out your fleet is still a good idea. Focused Arc Emitters and Clould Lightning is best. ; About Stellaris Wiki; Mobile view Arc Emitter [edit | edit source] A scaled-up version of the Cloud Lightning, itself a scaled-up version of the Disruptor, these weapons launch lightning arcs of chaotic and unstable energy at targets, ignoring armor and shields. Economics is everything in stellaris if you have more ships you win. Stellaris ship balance is notoriously lopsided at any given patch. Defensive pacts. ' (' )是《 群星 》中一项可供研究的科技,本页面是一个分支页面,关于科技详情,请参考主干页面: 科技 。. Copy Copy tech_arc_emitter_2. Plasma versus gamma lasers versus disruptors. 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. They can be found in special predetermined systems and rival moons in size and. Europa Universalis IV: Tech Support. Early game a lot of weaponsJuggernaut: I would suggest Focused Arc Emitter in the Spinal Mount slot, but so long as you're using this in conjunction with your Artillery Battleship the Tachyon Lance is fine. When fleets engage each other in Stellaris, ships don't just randomly pick targets to shoot - they fire. 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). #6. 0 unless otherwise noted. 5K views 1 month ago Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). The go-to way to use Whirlwinds is part of a balanced Battleship build. Go to Stellaris r/Stellaris. you can rip to shreds the AI even if they have an objective fleet power 3-5x yours if you hit them from a distance (set ship computers properly) Fleet. The battleship fleets form a nice partial circle around the Unbidden fleet automatically (thanks to the battle change in 3. 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. Defenses ended up not really mattering, but it's as many psionic shields as possible + 3x shield capacitator. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. Did find something else out:Stellaris Suggestions: Hive Mind Civic Ideas | Fallen Empire Ideas. DeanTheDull Necrophage • 2 yr. So even a complete newbie can beat the auto-designer just by using those OP weapons everywhere they can (which are: Tachyon Lance, Giga Cannon, Focused Arc Emitter, Neutron Launcher, Kinetic Artillery, Advanced Strike Craft, and Devastator Torpedoes. Destroyers gets a mix of Stormfire Autocannon and Laser, and of course PD if facing ennemy who uses missiles. In singleplayer you can just mass these, the AI will never counter them. I’ve read around a lot that arc emitter is worse than running either X weapons, but the Fallen Empire targeted me and is bringing a 174k fleet to my 120k fleet. Mind you, carrier battleships still use a spinal mount bow and carry an X weapon, often a Focused Arc Emitter. Focused Arc Emitters. Tachyons are good overall, especially against armour. 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. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. Then just rebuild the armies. On a 5x crisis, Unbidden portal is guarded by a +1 million fleet, with initial few millions of fleet in stacks of 500 000. So four of them are about 32% more alpha damage than the FAE. Arc Emitters are great if you stack a fleet with them. There are four tiers of consecration and the best tier (Holy World) is guaranteed for Gaia worlds otherwise you only have a 10% chance of getting that with any common habitable world (if you wanted a better result you would have to "reroll" the consecration). Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. Enemy with balanced defenses: Giga cannon + Neutron launchers. arc emitters work wonders against AI empire fleets, either destroying ships or forcing a premature jump--weakening the enemy fleets right before they get into brawling range. Design E: Arc Emitter, Flak Cannons. 77 days; But the test by Montu doesn't use all-kinetic or all-energy, so if the L-slots alongside the X-slot weapons are 3 NL and 1 KA: Tachyon Lance takes 27. ago. Its almost like two options are interchangeable. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. The BB is spinal bow, artillery core filled with kinetic artillery and the artillery stern with more kinetic artillery. A small amount of Point Defense defends against Torpedoes and. The giga has 50% armor pen, and an extra 33% shield damage. Carrier computer will ensure they do this at a safe distance so you minimise attrition (unbidden ships are slow). Stellaris. when in doubt: Cloud lightning, focused arc emitter and disruptors counter everything at close range. just lost a battle that I honestly think I should have won enemy had 9 battleships, with focused arch emitter and 4 large plasma modules I had 150 corvettes with full disruptors, 2 shield modules and 1 armor module I lost, but not only did I lose I didnt manage to destroy a single battleship. go arc emitter + cloud lightning. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders. Please note that I am rounding numbers, and ignoring carry over damage here. But Cloud Lightning is terrible for an endgame weapon. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. Just remember to only fight at max distance or. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. So four of them are about 32% more alpha damage than the FAE. AKA: 1x Focused Arc Emitter, 4x L Cloud Lightning. So what do you think about this composition against AI:386. For your titans and juggernauts? The aura is basically the only thing that matters. This mod also adds two new technologies to the. Stellaris UI Suggestion: Stellaris UI Improvement (Planet UI and Build Queues) EU4 Suggestion: Improving Development: Development: Dynamic and Mana-based. 50% get to the shield. for the first time ever i will not get the next DLC day one but will wait and see if the fixes come in first. Shields V+Power V in the rest. Use Kinetic Artillery BBs w/ Focused Arc Emitter spinals, and Carrier BBs with Point Defense. I tend to try and make them as split and even as possible across the board. Business, Economics, and Finance. This page was last edited on 14 October 2017, at 11:50. Consider going for all large weapons, going Cannons/Plasma until you have the proper tech for Darvin's post. Cloud Lightning is underrated in 1. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. Stellaris. On the other hand, it's not like missiles and strike craft need a nerf. Cruisers: carriers with neutron launchers in carrier mode . In a pinch the Null Void Beam can be. 花费:2293. Synergizes well with the Carriers core. Focused Arc Emitter + Cloud Lightning Battleship. Currently, the meta for taking on a FE consists basically in inflicting shield damage (kinetic weapons) and using Arc Emitters (this is particularly OP). Bottom row mix armir and shield. 15. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Loadout is focused arc emitters + rest of the slots filled with whirlwind missiles + 1 hangar slot. You can generally take them with equal fleet power if you have focused arc emitters and cloud lightning, since FEs have tons of repeatable tech pumping their shields and armor, but low hull hp Also I like to piss one off especially if i have a bastion choke point between us, so i can fight there. 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. It's very effective at stunning groups of Creatures biting the hull from inside of the sub, which makes them stop damaging the. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. Everything I have researched has said Tachyon Lance over Focused Arc Emitter for battleship design. Arc Emmitters have two main targets they work good against: Corvette swarms and the Unbidden. Apr 1, 2018 @ 11:14pm. Edit: Quick Thought on the. 14 daysI always use the focused arc emitters. Stellaris suggestions: Expanding Diplomacy: Bilateral Agreements | Alien lifeforms - animals,. rate of 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. Aside from that you want some destroyers/corvettes as fodder and longer range on your emitters. Go to Stellaris r/Stellaris. That setup is playing into the Contingency's own strengths, so their setup counters yours. In singleplayer you can just mass these, the AI will never counter them. Frankly after countless hours on Stellaris I don't have problems anymore figuring out which composition works better against enemies fleet; stellaris' meta isn't so complex. • 5 yr. Stacking more shields over shield capacitor in accessory slot gives more shield value. Corvettes equipped with Torpedoes also do well against them. Focused Arc Emitter + 4 Neutron Launcher: the pure energy battleship, it relies primarily on the Focused Arc Emitter, but Neutron Launchers hit so hard that they can break through shielding and then kill ships anyways. Focused Arc Emitter Carrier Battleship is my go-to vs unbidden, backed up by swarms of torpedo corvettes. The Meta Artillery Battleship™ is Giga Cannon + Neutron Launchers (although an argument can be made for 3 Neutron + 1 Kinetic), with the Carrier variant replacing the middle section with Carrier and taking Arc Emitter (you can skip small slots and PD, they will do nothing unless you’ve let the enemy get into melee range). The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. With repeatables, Focused Arc Emitter really shines in the X slot because it will start to oneshot hulls, which don’t scale. 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. A tachyon/neutron battleship with no repeatables takes about 30 seconds to kill that, whereas a focused arc emitter would take about 44 seconds. Try using dakka. Also, the void cloud lightning is better. Finally there's the (in)famous Focused Arc Emitter + 4 Cloud Lightning, which has very low DPS for an artillery battleship and pound-for-pound will lose against any other artillery battleship design. 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. 12 votes, 23 comments. Focused Arc Emitter is undoubtedly the strongest one: it has a decent DPD, Superior range compared to most other weapons in the game, and its attacks always. I have Crystal Forge plate unlocked, as well as Dragonscale armor, as well as Focused Arc Emitter. And so far they dealt with corvette swarms of AI beautifully. Generally I fit my ships depending on the composition of enemy fleets. I’ve attempted to use the Arc Emitter, Missile, PD, and hanger Battleships but have found them to be very disappointing. Arc emitter BS fled the field being ahead on alloy every time. I just like the lightning. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Design C: Arc Emitters and Cloud Lightning. I read somewhere that people were debating which one to get. This is a less efficient design in general, but saves a huge amount of research. And 5x T5 large shields and 1 T5 armor. Reply. 1 Focused Arc Emitter;. One ship design and one ship design only? For the most reliable performance, there is only one choice: Focused Arc Emitter + Carrier Core Battleships. Idea is that if you go down this route, all your guns are laser and physic has guaranteed laser repeatables and start earlier than engineering. 3. Yes, this kind of game needs rng, otherwise it gets boring. 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. ago. In 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 general-purpose long-ranged weapon to complement everything else. 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. In that regard the arc emitter not only damages but also debuffs any survivors of the salvo meaning less incoming damage. Stellaris > General Discussions > Topic Details. Paradox Forums Paradox. Arc emitters and strike crafts will strike directly at the hull (they lack armor). The workhorse Battleships I've gotten the best performance out of is Focused Arc Emitter + 2 Hangar + 2 PD + 2 Marauder + 2 Whirlwind. 64, or if we consider that they only need to damage the hull a weighted output of 451. arc emitter fires once in 8. However, once shields are down it's the weakest of the spinal mount weapons. 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). one focused arc emitterI recommend running brawler torpedo cruisers (torpedos/disruptors or torpedos/autocannons) and a 50/50 mix of carrier battleships (Focused Arc Emitter, Marauder Missles, PD, Strikecraft and Whirlwind Missiles) and artillery battleships (Tachyon Lance, Kinetic Artillery). Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. 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. I've been trying various energy weapon builds on my ships since Stellaris first came out (when the all Tachyon Lance/Focused Arc Emitter cruisers was the thing) and I think I found my favourite one so far: the void cloud lightning. 14 days I always use the focused arc emitters. You should use a ton of shields yourself though because most of their weaponry is weak to shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. This is the real reason behind the alpha strike, artillery battleship meta, as the ability to kill any opponent before they can shoot you trumps. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. But I would just have them have a hull section with smaller weapons At that point, just don't bother with Battleships. Unfortunately, you picked the second worst AP in the game. 148 22. Cloud Lightning; Giga Cannon vs Kinetic Artillery). If you have the Enigmatic Decoder then use that (it's just a better Auxiliary Fire Control), and otherwise the only reason not to use Auxiliary Fire Control is if all your weapons are already at 100% accuracy, in which. I can't really put my finger on why. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. escorts, which got owned by capitals. 50% PDD+Autocannon+Plasma and 50% Autocannon+Torpedo for majority of game (you need Torps to kill Starbases and Cruiser+) And then Focussed Arc Emitter + 5x L Void Cloud + Admiral that gives +20% weapon range. Focused Arc Emitter will usually 1-shot Corvettes, but honestly it will rarely hit them anyways due to its piss poor tracking. In a space storm, Tachyon Lance just murders things. They have roughly 75% the DPS of the other X-L mounts and the same range, whereas med disruptors have roughly 1/3rd the DPS of t5 energy/kinetic weapons and shorter range. My typical loadout on battleship is Focused Arc Emitter, Kinetic Artillery and Neutron Launchers. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Against fallen empires the established wisdom is teching into torpedo corvettes and arc emitters to bypass all their repeatable shield and armour tech. You should be able to defeat unbidden fleets with 2-3x your fleet power assuming dark matter shields. adapt your fleet to your opponents (e. Arc emitters and Cloud Lightning penetrate 100% of shields and armor, which means the only thing that matters is hull. And switch to Focused Arc Emitters for Contingency and AEs . Carrier core hard counters Corvettes and Destroyers, Focused Arc Emitter will ravage any Cruisers and any pure Carrier Battleships, and you will only have a bad matchup against Artillery Battleships. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. 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. The other main weapon loadout is Neutron Launches with a Giga Cannon. They're cheap enough that it's not a big deal. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. Nemesis Patch #2 Released! MrFreake_PDX. The only reason I might consider using FAE in this circumstance is if the crisis is ongoing during a War in Heaven, in which case Focused Arc Emitter + 4 Neutron Launchers is a good compromise. Focused arc emitters, cloud lighting and strike craft are your friends against Contigency it will require some sacrifice, but dont let it fool you with his over the top fleet power 2 Reactions:Go to Stellaris r/Stellaris. 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. Usually you'll get better results. Sorry for super late reply, haven’t had the time to hop on stellaris until. Even after it devolves into a melee, they'll usually end up attacking different targets. I have. My biggest problem is that stellaris has a problem with RNG regarding crisis (I know a bit of topic, but I have to get my anger out). Hello Stellaris: Console Edition Community! This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. Just the same options again and again. Well duh. All of the weapons are shield penetrating. Main battle fleet is a BB deathball, with a lot of corvettes in a separate fleet to screen and distract. Tachyon lance is close enough. Lastly, we have the Focused Arc Emitter which is weird. I use battleships with neutrons on them. crisis from galactic community, which I don't know if is multiplicative or additive, expecting about 1. There's also Focused Arc Emitter + 4 Neutron Launcher which trades off the crazy killing power of the Tachyon Lance for the ability to bypass shields with the Focused Arc Emitter. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. Good/Great performance against all three crisis enemies and AI, so no need to refit ever. Otherwise the dps is too low in comparison to other options.