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. Tachyon Lance works best when mixed with Kinetic Artillery, which break through shields and open the door for the Tachyon Lance's unrivaled anti-armor and anti-hull damage output. I have all tech researched, so the choice is between the tachyon lance, focused arc emitter and the giga cannon. Higher fleet cap for me usually means add more battleships plus possibly a titan. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. Arc Emitters: 1-195 Base dmg | 6. Once their shields were down they just died. 2/3 armor 1/3 shield for all of their health stuff. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Arc emitters are seriously underestimated weapons. 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. They have huge armor and even bigger shields and tiny hull. Lastly, we have the Focused Arc Emitter which is weird. The weapons bugzap the swarms down to manageable levels, while the latent high durability of battleships offsets the high damage output of corvettes. i also have 20 crusiers in the same fleets 10 with disrupters+ plasma and 10 with normla alsers and gaus guns as gunships for smaller shipsEdit: btw having battleships with focused arc emitters and phase disruptors can also make fighting fallen empires REALLY ez. 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. 1) Tachyons have signifantly more raw dps then arc emitters : 24. Adjust as needed; most common change is to chuck out the Titan if you fight a strong Crisis, or to go for Strike Craft when facing human opponents massing Torpedo Corvettes. 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 singleplayer you can just mass these, the AI will never counter them. Report. Bottom row mix armir and shield. Ishau Apr 8, 2019 @ 5:51pm. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. In singleplayer you can just mass these, the AI will never counter them. 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. Their defenses will break eventually. But every now and then, that bug just really wrecks your fleet and causes a loss that never would have happened otherwise. . With power booster on accessory slot. The tachyon has 90% armor pen, and -33% shield damage. I personally feel that Neutron Launchers make a better pairing with the Focused Arc Emitter precisely for this reason, since they punish hull-heavy ships that counter the Focused Arc Emitter. Cloud Lightning is underrated in 1. 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 go-to way to use Whirlwinds is part of a balanced Battleship build. Jul 9, 2001 37. Finally, the focused arc emitter is very good, particularly because it never misses. These weapons bypass shields and armor and strike hull directly. 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. you can just steamroll through all of their fleets. Focused arc emitters seem to be the notable exception, because their damage is not nerfed like disruptors and they have massive range. 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. Hearts of Iron III: Tech Support. 这些升级后的发射器装备了更优秀的聚焦透镜,这使得它们可以发射出更加强大的能量。. . I can't really put my finger on why. 6 Focused Arc emitter still outperform other X-slot weapons even with hardening. Stellaris Dev Diary #312 - 3. 报警机器人 于6年前 修改了 此页面。. #12 < > Showing 1-12 of 12 comments . best two X weapons are gigacannons and focused arc emitters). Loadout is focused arc emitters + rest of the slots filled with whirlwind missiles + 1 hangar slot. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. | 105 Range | 14. Cloud lightning is essential, and not finding it is a failed run. I'd go with the spinal personally. Focused Arc Emitters: tech_arc_emitter_2: Focusing Arrays: tech_repeatable_weapon_type_energy_damage: Foreign Soil Enrichment:. Strike Craft are unnecessary if you are using Cloud Lightning, as that has very high tracking and fries Corvettes just fine. 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. GAMES. What happens to the 25% damage of. 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. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. Xenophobes use a Supremacy class, 3500 hull with gigacannon, 2 kinetic artillery, 4 flak artillery, 2 hangars, 77 armor and 840 shields. 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. Per page: 15 30 50. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. Focused Arc Emitters: tech_arc_emitter_2. But I would just have them have a hull section with smaller weapons At that point, just don't bother with Battleships. Juggernaut with range module. Stellaris: Tech. Unfortunately battleships can't equip torpedoes or you'd be perfect. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. A small amount of Point Defense defends against Torpedoes and. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. 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. Stellaris > General Discussions > Topic Details. This being an energy weapon also simplifies your repeatables trees as you can just focus on energy weapons. Those strike craft put all the smaller ships down very fast, even torpedo/neutron frigates. I have Crystal Forge plate unlocked, as well as Dragonscale armor, as well as Focused Arc Emitter. 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. So that’s 2M damage per week. However in Stellaris, the way it works is that Battleships are. Try for at least 2x their fleet power, more if you can afford it. go arc emitter + cloud lightning. Focused Arc Emitter (energy) Kinetic Artillery (only good for facilitating energy weapons) Neutron Launcher (energy) Devastator Torpedo Whirlwind Missiles Marauder Missiles Disruptors (energy) Autocannons Strike Craft Guardian Point Defense (energy) So more than half are energy. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. They need to be cheap and numerous, not tough. It's main force his range (120-150 + range bonuses is nothing to be laughed at) and sheer power. Helican Jul 19, 2016 @ 9:11am. 10 days, with no retreat it's about 4 days per salvo, 1-1700 is average damage of 850, with 1000 battleships it's 850k, +25% from edict it's 1. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. 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. So four of them are about 32% more alpha damage than the FAE. There are other compositions, for instance Focused Arc Emitter + Cloud Lightning or full anti-hull with Tachyon + Neutron, but those are more specialized. Both with majority Sage class Escorts. I think the meta is Giga Cannon with neutrons. Regenerative Hull isn't particularly good in my view. Using arc emitters and crystal platings, I'm able to build battleships for 400 or 450 alloys and costing much smaller upkeep, than it would be using pure kinetic weapons. 01 vs 12. And so far they dealt with corvette swarms of AI beautifully. In singleplayer you can just mass these, the AI will never counter them. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. 1 neutron launcher. Arc Emitter + Strike Craft is surprisingly decent, by the way. The best counter to enemy strikecraft is your own strikecraft, as well as PD, which your hangar slots will provide. Report. You should be able to defeat unbidden fleets with 2-3x your fleet power assuming dark matter shields. A small amount of Point Defense defends against Torpedoes and. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Just to test it and see if they do or not after playing for fun, I've used a hex editor to increase my research speed to instant and ripped. Stellaris Dev Diary #312 -. They're cheap enough that it's not a big deal. 148 22. 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. They only have a damage penalty of 1/3 compared to the other two, are 100% accurate, and bypass all defenses. They can be found in special predetermined systems and rival moons in size and. Giving up one strike craft for the arc emitter is easily worth it. 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. So the battleships and cruisers try to maintain permanent 100 range while firing. In isolation, it's the strongest Spinal Mount weapon by far, but there's nothing good to put in the other weapon slots. Stellaris. The booklet. Please note that I am rounding numbers, and ignoring carry over damage here. If it behaves like I'm thinking it will, giga cannons will continually change to the highest shielded targets while tachyon focuses fire on the most vulnerable ships. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Its biggest advantage is the high tracking value of Cloud Lightning, which gives it a more favorable matchup against Corvettes. I don't play multiplayer. I have. It's especially good if you're going to be using Focused Arc Emitter/Cloud Lightning Battleships, as they ignore shields (the normal weakness of energy-focus) and Cloud Lightning have good tracking (the normal weakness of artillery-focus). Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I can't tell for sure, but the backbone of my 60-battleship main fleet is Focused Arc Emitter battleships set to aggressive. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. On the one hand, Giga Cannon / Kinetic Artillery would benefit from having a concrete reason to be used late-game in preference to Focused Arc Emitter / Proton Launcher. arc emitter fires once in 8. They are the reason battleships are the best ship class in the game, that being said arc emitters are not good until you have a large number of repeatables (about 10 or more). However, when it comes to the L-slot weapons it's a different story. Standard combo is giga cannon with neutron launchers. 57 days; Focused Arc Emitter takes 28. This is actually a big deal as chance to hit is a very rare stat to pick up, ans only aux slots currently buff it in the base game (to a max of +10). The Focused Arc Emitter is indeed a very powerful weapon. Tbh, what you really wanna do against literally everything is assembling a lot of battleships with Focused Arc Emitters. It shoots a 30° electric arc spreading through nearby walls and between enemies. Synergizes well with the Carriers core. 5K subscribers Subscribe 1. Definitely mix in Carrier Core Battleships with every fleet; they counter the small ships AI likes to mix in with their fleets. It's not nearly as wasteful as it looks. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one kinetic), in order to shoot down the corvettes and missiles. Focused Arc Emitter Carrier Battleship is my go-to vs unbidden, backed up by swarms of torpedo corvettes. Copy Copy tech_antimatter_power. Powerful weapons that launch a lightning arc of chaotic energy at targets, which in part can ignore armor and shields. Yes, this kind of game needs rng, otherwise it gets boring. Please note that I am rounding numbers, and ignoring carry over damage here. HP: 12,456. ) Last edited by Archmage MC; Aug 25, 2022 @ 6:15am #4 < > Showing 1-4 of 4 comments . Sub-forums: Game specific Tech Support. I do not have void cloud lightning due to another empire wiping out the void clouds first. Armor is 68% with 1260 shield points and 2 capacitors. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Otherwise the dps is too low in comparison to other options. I can't really put my finger on why. 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. FE ships are really evasive, and your shops will have a greater-than-usual chance to miss. Cloud Lightning in the L slots is not worth it unless you have a hell of a lot of repeatables, Neutron. Thread starter Jasons073; Start date May 27, 2022; Jump to latest Follow Reply. Battleships is basically artillery with focused arc emitters and neutron launchers. Yeah it almost seems like an ideal "generalist" combination for a battleship would be a focused arc emitter on a spinal mount, three neutron launchers on artillery core to get through armer and hull, and then put a null void beam on artillery stern to kill enemy shields. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). In both cases I won handily, but in the first instance. Assuming a fleet cap of 200, I would build fleets of 20 battleships and 40 corvettes in each fleet. 40 corvettes in one fleet is plenty. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. Focused Arc Emitter only is already a viable Battleship design, and it basically is not penalized at all by your change from the sounds of things, as Focused Arc Emitters do not require coordination. A small amount of Point Defense defends against Torpedoes and. Use Kinetic Artillery BBs w/ Focused Arc Emitter spinals, and Carrier BBs with Point Defense. Go to Stellaris r/Stellaris. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. The downside is that all these weapons tend to be low damage or have really random damage (1 to 1700 for the Focused Arc Emitter, do the RNG gods like you today). 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. X slot should be Focused Arc Emitter since this ship would be ignoring shields as. I use battleships with neutrons on them. Two full 20+ battleship fleets with focused Arc Emitter + hangar section should be able deal with them. adapt your fleet to your opponents (e. 6 update. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. I think a similar logic should also apply in Stellaris, and the ship types seem to be almost aimed there, but it just does not. Carrier BBs in the same role do sacrifice more, though, and Focused Arc Emitter is 9. 1 Titan Lance; 4 Advanced Strike Craft; 8 Cloud Lightning; 4 Medium Phase Disruptors; Spoiler: Governor-class Battlecruiser. The Focused Arc Emitter also seemed to do more hull damage than any other spinal mount. The other main weapon loadout is Neutron Launches with a Giga Cannon. Basically shield + armor pen because FE have very high shields and armor. This is the next step after the Focused Arc Emitter but instead of using crystals it uses Zro and it's a T7 weapon. Enemy with balanced defenses: Giga cannon + Neutron launchers. XL mounts in general are not as good as 2 kinetic artilleries, if simply. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. 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. 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. Apr 1, 2018 @ 11:14pm. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. _ The A-242 Battleship uses a focused arc emitter, which effectively has random damage output, and therefore is best used in very large numbers, to equal out the randomness, smaller engagements run the risk of too many RNG bad rolls. It's not optimal , but it also doesn't have any hard counters so I don't have to mess around with different ship designs or redesigning and refitting once. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Focused Arc Emitters and Clould Lightning is best. 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. Don't even research them. 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. 6. Focused arc emitter battleships with carrier core and missiles, basically just entirely ignores shields and shreds FE fleets, I haven't found I need all too much else but putting a carrier combat computer titan or battleship in fleet helps and you will want corvettes for some screening against enemy alpha strikes, with missiles being so deadly. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. 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. 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. 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. the Unbidden’s 10MArc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. X slot should be Focused Arc Emitter since this ship would be ignoring shields as much as possible. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty is still beating neutron cruisers, even a fleet of them worth 10k more than the BBs Edit: and these are the BB fleets I'm throwing together after taking your advice about the shield hardeners, the carriers still winning. Late game: couple of mixed fleets but also: Artillery fleet: battleships armed with focused arc emitters + kinetic artillery. That's about when Focused Arc Emitters start 1-shotting battleships. It can be the best companion weapon for a Focused Arc Emitter simply because any damage it does won't be wasted on shields and armor, but it's only about 8% of the alpha damage of the FAE. From what I can tell they are both the same thing, having 100% armor and shield penetration. Aidante • 5 mo. Here are the main settings of the game : - Void-Dweller. 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. Also because there is no hull repeatable so it has become an even bigger issue late game. 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. Edit: Quick Thought on the. Vs fallen empire arc emitters with void cloud weapon Both in artillery mode . I feel that they are insignificant to the equation. | 105 Range | 14. Army doctrine was no retreat for + 33 fire rate. 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). Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. Fleets made up primarily of battleships equipped with focused arc emitter and cloud lightning and a few "aircraft carrier" battleships with flak artillery and level 3 strike craft seems to be doing well for me so far. Use only battleships and titans (don't even bother with smaller ships). While the Tachyon Lance does have some nice damage. Imo, Giga Cannon. Good/Great performance against all three crisis enemies and AI, so no need to refit ever. If they have crystal infused plating and lots of hull points then I will use Giga Cannons, otherwise it is Arc Emitters all the way. Most people try out anti- hull weapons but are unimpressed because their kinetic/energy mixes have much higher dps and work against default empires whose points are mostly hull (look at star bases), the focused arc emitter is an X spinal mount weapon, only the Juggernaut has room for 2. How does hardening actually work? Certain utility components give hardening effects. Just remember to only fight at max distance or. I always do penetrative weapons, focused arc emitter + cloud lightning battleships with repeatable research in energy weapons. research_technology tech_arc_emitter_1 Antimatter Power. g. 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. This was an assault on a x25. Carrier Battleship: always use the Spinal Mount bow and Artillery stern. FAE stands for Focused Arc Emitter. 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. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use. This being an energy weapon also simplifies your repeatables trees as you can just focus on energy weapons. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. 60sec cooldown | 100% Acc. Jun 28, 2022. However, lances have 10% higher chance to hit (85% base vs 75%). 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. 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. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. 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. 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. Arc Emitter Large Laser V (x3) Large Disrupter III (x1) 2x +10% Hull in the extra slots. . The tachyon has 90% armor pen, and -33% shield damage. --------------. So four of them are about 32% more alpha damage than the FAE. The question of "why have multiple ship sizes at. Go to Stellaris r/Stellaris. You can also try with Neutron. . 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. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Torpvettes carry a Stormfire Autocannon as the secondary weapon, though a Phased Disruptor also works (especially if you're up against an awakened fallen empire or a crisis). The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Ishau Apr 8, 2019 @ 5:51pm. Economics is everything in stellaris if you have more ships you win. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. 例如:“异种保护区”(建筑)的特殊说明请在“建筑”页面下修改. The ultimate solution to corvette-swarms are what I like to call my "Stormcaller" Battleships. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Mar 1, 2018. 135. Feb 7, 2019; Add bookmark #10. Enemy with tons of shield and armor, super low hull: Focused Arc Emitter + Cloud Lightning. focused arc emitter nuetron launchers or Kinetic Artillery (I’m torn on which one I prefer. Probably artillery is better. Battleship: giga cannon with neutron launchers. While the Tachyon Lance does have some nice damage multipliers against hull and armor, the FAE is very competitive for base damage which is why it can be so good. Also I’ve been through COUNTLESS science leaders and governorsFor specific weapons, you can really pick your choice. Auto-best is not good, it frequently makes completely nonsensical design decisions. Stellaris Dev Diary #320 -. The battleship fleets form a nice partial circle around the Unbidden fleet automatically (thanks to the battle change in 3. Cloud Lightning has terrible range, but the Arc Emitter is okay. 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. 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. The giga has 50% armor pen, and an extra 33% shield damage. Stellaris ship balance is notoriously lopsided at any given patch. Consider going for all large weapons, going Cannons/Plasma until you have the proper tech for Darvin's post. Apr 27, 2012 610 564. Arc Emitters are only good against the Contingency. 能源消耗:-250. Logical-Table-3530 • 2 mo. And then the rest never appear. 这些升级后的发射器装备了更优秀的聚焦透镜,这使得它们可以发射出更加强大的能量。. 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. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. Probably artillery is better. Generally I fit my ships depending on the composition of enemy fleets. This is a less efficient design in general, but saves a huge amount of research. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to 0 HP. The only exception would be Focused Arc Emitter + Cloud Lightning Battleships which have 100% accuracy on all weapons, in those cases I would go with Shield Capacitors since there is really nothing better. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. Focused arc emitter battleships with an artillery computer, titan aura buffing fire rate and a juggernaut with the range increase aura will curb stomp practically anything in the game. If thats Contingency, just use disruptors instead. Armor:17, 789. 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. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. After trying out the focused arc emitters i can say they are far better then giga cannons and with the extra range trait on a admiral at 250k they will wipe another fleet of equal size with next to no losses vs the giga cannon which will lose a min of 10 - 20% And thats just with range if you jump in on a fleet everything dies lol. I went into a recent game where I was using this ship design extensively to grab a battle report for you. That setup is playing into the Contingency's own strengths, so their setup counters yours. It's contextual really. I've mainly played Stellaris while using auto-best for my ships. I can't really put my finger on why. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Against the Unbidden, the Focused Arc Emitter is absolutely devastating. 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. ago. 2. I used battleships with focused arc emitter on spinal mount and cloud lightning on all large slots. That leaves you with lances or arc emitters. I think Focused Arc Emitters can make sense to help you alpha strike units while whittling Shields/Armor; but it is wasteful to a degree. 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. Arc emitter BS did lose to 200 torpvettes and 200 autocannon/plasma corvettes. Let's just get this out front: that 150% damage buff and 20% range increase with tachyon lances/ arc emitters is just plain mean. Hit multiple targets. Meanwhile, a Devastator Torpedo Cruiser would have a better pairing with Carrier Battleships that just use Focused Arc Emitter, Strike Craft, and Missiles that go right through shields like the Torpedoes do. 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. Using crystal plating to improve hull points doesn’t work enough. For the auxiliary slots i do afterburners. On paper Cloud Lightning looks good, but its damage output is pathetically low. Somewhat new to Stellaris, and all the guides on ships I can find are for 2. Design B: Neutrons and Focused Arc Emitters. Their burst is immense and cuts through the stacked AE defenses. Not enough power for 6 shields. All you need for this massive size of fleets is: Enough energy and strongholds. 139. My typical loadout on battleship is Focused Arc Emitter, Kinetic Artillery and Neutron Launchers. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. But I would just have them have a hull section with smaller weapons At that point, just don't bother with Battleships. 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. Works pretty well against the ai. Pd corvettes provide strategic mobility to the fleet. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. . Asking the Stellaris community a. Members Online. So, if you're not sure what to do with battleships or feel like your battleship game isn't as good as it could be, I highly recommend watching the video above. 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). I think Focused Arc Emitters can make sense to help you alpha strike units while whittling Shields/Armor; but it is wasteful to a degree. ; 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. First, range. This isn't. Main battle fleet is a BB deathball, with a lot of corvettes in a separate fleet to screen and distract. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. Got them in 2240 ish. Plasma Cannons: tech_plasma_3. Put a fighter hangar and PD guns on 1/3. Many people seem to think you need 'mixed fleets' now but you really don't. 060 Jun 23, 2018; Add bookmark. The typical weapons used by Artillery Battleships are the Tachyon Lance, Giga Cannon, Focused Arc Emitter, Neutron Launcher, and Kinetic Artillery. ArcticISAF Feb 27, 2018 @ 10:18pm. The super meta battleship uses tach lances with kinetic artillery and plasma cannons, but I like to create a second design with focused arc emitters because of their 100% tracking. However, once shields are down it's the weakest of the spinal mount weapons. Basically anything hit by them dies. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. 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. - 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. The best counter to enemy strikecraft is your own strikecraft, as well as PD, which your hangar slots will provide. ago. Personally late game I just use Battleships with a Focused Arc Emitter, 2 Phase Disruptors, and 2 Plasma Cannons. Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. Against fallen empires the established wisdom is teching into torpedo corvettes and arc emitters to bypass all their repeatable shield and armour tech. Strike Craft are unnecessary if you are using. Arc-Emitter battleships and lots of rail guns. Consider Focused Arc Emitters and Cloud Lightning. Each of the next sections, except for the few last ones, are an overview. A In singleplayer you can just mass these, the AI will never counter them. Home; Guides;. 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. Line Computer (otherwise GL hitting anything with KA), w/e you want in Aux slots.