Is it the Focused Arc Emitter o. Even corvette swarms will faulter against them, as the battleships have such a range advantage that the arc emitters bring down such a large portion of the swarm. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. The arc emitter is Severely underated in my opinion and will do rather well i highly recommend it and to have several tech lance battleships to deal/soften up some targets. 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. Still, in 3. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. That said, late game going with the arc emitter front and. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. This balances them out. Targetting priorities. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Content is available under Attribution-ShareAlike 3. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could. 6. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. Probably artillery is better. 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. For specific weapons, you can really pick your choice. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. Stellaris. The cost per point of HP is just so garbage for armor, and armor does not regenerate. Arc Emitters are only good against the Contingency. ago. 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. 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). Tier 0 is used for starting technologies. Medium disruptor has range 60 and average damage 6. 12000. Disruptors and arc lighting are best used against fleets which have low number of ships but are instead very powerful, meaning they have large amount of shields and armor. • 4 yr. Arc Emitters: tech_arc_emitter_1. Spinal Mount: Arc Emitter Carrier Core: Missile/Missile/PD/PD/H/H Artillery Stern: Kinetic Arty 50/50 Shields/Armor, Green components I've just added Afterburners for the speed, Artillery Computer Pure arty BB's trade nearly 1:1 with this but they don't have the versatility of Strikecraft so they get shredded by BB counters. Thoughts on 3. Issue 2: Some ships can take the hit. Arc Emitters are also quite OP. Their damage is. 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. The other main weapon loadout is Neutron Launches with a Giga Cannon. Of course it also costs you the entire hangar front section. They tried to borrow from EVE Online, I guess, but didn't quite finish. Best Auras are locating and Reduction of Disengagement chance. These are energy weapons too and they completly ignore shields. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. Hit multiple targets. Usually you'll get better results just from 4 Neutron Launchers even when you have no anti-shield weapons to support them. (battleship/cruiser with gigacannon and arc emitter) and fodder arm (corvettes with swarm combat computer) Keep all Star bases at chokepoints upgraded and armed to the teeth, build missile defense platforms or, even better, strike craft platforms because as I’ve said before THEYRE THE HOT THING right now. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. 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. 解锁:在鼠标浮层中查看. This mod also adds two new technologies to the. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Directions. 6 update. What am I missing?Stellaris. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Jump to latest Follow Reply. The tachyon has 90% armor pen, and -33% shield damage. This means 86% of the ships DPS is ineffective until shields are down. But if you are hellbent on having your race get close without going crisis, then i suggest the following: 40% generic corvette 20% PD corvette 20% torpedo cruiser with normal missiles on S slots, and dual afterburner to get close quickly. ago. 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. 6. 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. So that makes them quite strong for sure. 1. Thus we can expect a Revenant to die for every 5 Arc Emitters. Ultimately went Kinetic on Battleships and Plasma on cruisers. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. Gigacannon needs to do 12600 to kill. Even without repeatables that setup should be more than enough to handle any of the crises easily. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. 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. 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. The giga has 50% armor pen, and an extra 33% shield damage. 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 about. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. Stellaris. A battleship has around 3000 hit points. If you're going the FAE path, then you don't want Kinetic weapons at all. 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. Targetting priorities. I find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. Do you think my favourite BB is any good now? I found it to work quite well, taking zero losses in most engagements, even against almost equal fleet power. The only time the Arc Emitter wins out here, is when 86% of a ships EHP comes from shields. What am I missing?I am no longer maintaining my Stellaris mods and, as a result, they are probably incompatible with the latest release. The combination of range, ignoring stacked FE defenses, and reasonable accuracy, combined with bypassing point defense, makes it a trivial choice. While it seems good, it's actually better to use. Mixes very well with artillery battleships as a screen, or pure carrier when overwhelming the enemy. As the artillery fleet has 20 of those spinal weapons pointed at the enemy, 17,010 hull damage will be dealth the the carriers. Adding hull repeatables isn't really possible, because it would. Ennemy does not increase its hull over tech, loadout or time. G spot is too hard to find on corvettes hehe. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Members Online. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. So for this reason disruptors, arc emitters, and cloud lightning can work quite well. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Go to Stellaris r/Stellaris. 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. Which result in inability to fire those weapons. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. But not like the status of Arc Emitters in X slot. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. 50% get to the shield. 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. In Battleship vs Battleship (so MP because AI designs blow), things may change since the meta there is. 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. I tend to try and make them as split and even as possible across the board. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. . That almost never happens. A better and stronger Arcology Project hsa. 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. @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. 2. Stellaris heavily rewards specialization, through planetary designations, efficiency-boosting buildings, species modification, governors, and a slew of other game mechanics. Generally I fit my ships depending on the composition of enemy fleets. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Definitely an easy thing to test if you're curious. Life is MorningLightMountain. List of all technology ids in the game to be used with “research_technology” console command. 50% get to the shield. 1. When stellaris was updated to 3. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. In singleplayer you can just mass these, the AI will never counter them. You either go with 4 Neutron Launchers or 4 Cloud Lightning. If you want a really powerful design for singleplayer, try a Battleship with Arc Emitter in the bow, Carrier core with 2 Hangars, 2 Marauder Missiles, and 2 PD, and Broadside Stern with 2 Whirlwind Missiles. You losing with 1. You can try to ambush them by jumping behind them and make their arc emitters useless but this assumes you have a great deal of damage. I can't find it anywhere in the. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. 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. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Not enough power for 6 shields. It's all about using weapons that complement each other. Crystal plating perhaps but everything else is irrelevant. Let me get this short - Current crisis system entirely depends on simple modifiers, and it hurts its strategic depth. Arc Emitters. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). Playing against a 25x Contingency. but medium sized brawler cruisers and destroyers+corvette swarms with small distruptors are very effective against contingency ships if combined with cloud lighting and arc emitter/carrier battleships as they negate contingency ships heavy armor and shields while. 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. I’ve had trouble in the past with their arc emitters and need a counter. Tachyon lance is close enough. I know Bombers are shit, or at least are considered to be due to their poor loadouts, but I have a mod that. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. My fleets usually have a composition that looks generally like arcs/neutrons on the battleships (artillery computer), artillery/plasma on the cruisers (line), autocannons/pd on the destroyers (picket), and autocannons/plasma on the corvettes (swarm). 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. Finally, the focused arc emitter is very good, particularly because it never misses. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Against fallen empires arc emitters. Matter Disintegrator - A new approach. So the battleships and cruisers try to maintain permanent 100 range while firing. Logical-Table-3530 • 2 mo. Against armour (scourge) Lances. The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. How do you equip "arc emitters"? I saw them mentioned on this subreddit as being a good weapon, so I researched it(then a further upgrade). I have. 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. 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. 1 Energy Siphon; 2. 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). Reply ironsasquash. Depends on your other ships and weapons and what type of defense your enemy is using. Members Online • KawaiiNyaruko . Focused Arc Emitters and Clould Lightning is best. 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. Significant-Phase-71 • 2 yr. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. it is in the same category as the disruptor and the arc emitter. Use the torpedo computer, and fill up free slots with missiles. If you see that your enemy has lots of shields and your other ships have weapons that deal lower damage to shields, Mega Cannons might be a better choice. The only difference was they were using Arc. 0) Number of years since game start is greater than 15 (×2. There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic artillery) or S/M (Disruptor vs gamma laser/gauss cannon). 1 hull, so a weapon with lower DPS that can directly go for hull works best. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. Have enough repeatable techs that my ships can generally tank two hits from anything short of a spinal weapon before they die. And the damage buff of weapon type, should be multiplying. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. Arc Emitters: tech_arc_emitter_1. So you're often better off equipping just the arc. You should use a ton of shields yourself though because most of their weaponry is weak to shields. Directions. ---This micro-mod adds Titanic Arc Emitters to the game. (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. Hit multiple targets. 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. Open console by pressing ~ and enter “research_technology (technology_id_here)”. I can see how the arc emitters aren't helping with defense breaking here. 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. Especially about the targetting AI. ago. For one, I like to micro. It's a very thin gaussian. The latter is my favorite, because they have such long range and bypass shields and armor. 44. Going heavy on PD is only necessary when fighting Prethoryn and L-cluster nanomachines. Usually you want to specialize each ship; don't mix kinetic and lasers on a single ship, for example. Rare resource cost? neglible compared to everything else on a battleship. You need to start a new game. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. 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. 解锁:在鼠标浮层中查看. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. 4, XL weapons will. If they have crystal infused plating and lots of hull points then I will use Giga Cannons, otherwise it is Arc Emitters all the way, especially if the enemy is. Battleships with an arc emitter up front, 2x hangars in the middle, and the broadside stern. Crisis need rework. 8. 5 Mega Cannon; 3. Standard combo is giga cannon with neutron launchers. Arc Emitters and Focused Arc Emitters, I believe, are the strongest bow weapon for battleships, alongside a full array of Kinetic Artillery. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. 2 Null Void Beam; 3 Kinetic weapons. Example: I clear the Enigmatic Fortress chain and unlock the research. Now im not a pro Stellaris gamer by any means so I figured id ask on the forums abit to see what is meta in the game. Plasma Accelerators: tech_plasma_2. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. 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. Stellaris currently has no AoE of any kind, again barring the minefield aura. 0. The only difference was they were. Thanks. A battleship has around 3000 hit points. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. ago. In singleplayer you can just mass these, the AI will never counter them. 8* 한국어 패치 및 설명. 25 / ×2. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. They've pretty effectively countered your fleet build, since the energy weapons can take down your. This means a specialised build, either to ignore shield and armour entirely and use disruptors/arc emitters (with some point defence mixed in to counter enemy fighters. 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. 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. But this is close enough that you propably need a much longer test set to be sure. So you know how if you destroy the Hull you basically destroy the entire ship. Giga can spread damage to help take down shields then tachyon focus fires. Arc Emitters are great if you stack a fleet with them. Armor if you don't know what you're up against or don't really care (generally stronger then shields), shields if you know it'll counter the enemy (Unbidden/Contingency). 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. However. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. 2 days faster than the Arc. Basically arc does 25% damage as shields are enough. 1 arc emitter + 2 plasma cannons+1 phased distruptor +2 PD < > Showing 1-10 of 10 comments. But I’m also lazy. Disruptors have niche because they do direct hull damage, which can't endlessly scale up unlike the survivability repeatables for. Embarrassingly, I'm still a hefty novice when it comes to ship design. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Stellaris. Combining with arc emitters and/or torpedoes makes it more likely. 1 Mass Driver; 3. But even then I will tend to go Giga if there. 3 Arc Emitter; 2. Jun 28, 2022. The focused arc emitter does 11. 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. 50% pierce through the shield, but gets reduced by 50% of the ships armor. Armor if you don't know what you're up against or don't really care (generally stronger then shields), shields if you know it'll counter the enemy (Unbidden/Contingency). Not so much for PVP but for PVE. 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. Use X - 4M 1 hangar - 2M battleship loadout with arc emitters and all medium disruptors. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. 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. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. If thats Contingency, just use disruptors instead. (1-15000 damage, 100% accuracy, 100% shield & armour penetration. (And Arc Emitters just seem like the best X Slot Weapon now anyway and Disruptors are also alot better) TlDr: Half your weapons ignore shields, while a quarter is shit against them and the other quarter is shit against armor, forcing you to take down ALL the enemys defences and beeing inefficient at it. Rest is carrier battleship with arc-emitter on X slot. So in ideal Gigacannon situation, Arc remains close. Ignore all shields and armor That does sound appealing but after subtracting half base damage it generally isn't and against most opposition. 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. You need a few from every weapon or you are handicapping yourself. However, Stellaris does not show this enough, even that many grand urban or city planets have become relics world in history —— but later generations will remember their lessons. 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. Hi, so I understand tracking and evasion fairly well enough but I need others to give input on this if they know for certain because the Arc emitter…Literally all you need to do to win by giant margins in stellaris on any difficulty is focus on science and rush battleships with hangers and arc-emitters. The only difference was they were using Arc. This page was last edited on 14 October 2017, at 11:50. Accuracy useless since arc emitter is 100%. Stellaris is a. 05) and (0. But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes, and definitely better to use Neutron Torpedoes. A complete and up-to-date searchable list of all Stellaris technology IDs. 6 update. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. One can tailor it a bit for Prethoryn/Hidden as needed. ago. But imagine if projectile weapons in Stellaris had no power requirements at all. : r/Stellaris. Weapons try to maximize their damage. 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. So the battleships and cruisers try to maintain permanent 100 range while firing. ago. Against fallen empires I often go for an Arc emitter build. Videogames, Guides, Cheats and Codes. So an arc emitter can two-hit a battleship when lucky. Go to Stellaris r/Stellaris. 3. Minimum range means, that ships cannot fire too close with certain weapons. 4. Arc Emitters are a situational advantage. Arc emitter battleships, carrier battleships, and kinetic artillery battleships. Assuming they deal their full damage. If we accept the statistical average for the Focused Arc Emitter's damage, which will be about 850 and pierce armor and shields, you would need to hit this guy 1400 times to kill it (assuming you don't have any of the repeatable techs that boost damage). It also adds several new subtrees with technology based on crystals, psionics, gravity. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. Arc emitter is energy weapon. Arc Emitter + Strike Craft + PD battleships will keep dominating, which they already do against any crisis but Prethoryn and FE ships. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. So for a somewhat new person like me this sounds fantastic and that I should basically only use. Maybe the lack of speed boosts for kiting has been my issue. I remember a few patches ago certain weapon types weren’t affected by repeatables. The other 86% of DPS does not penetrate shields. Arc Emitter, Cloud Lightning, Disrupters - those weapons are all about ingoring enemies shields and. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. They also synergize quite nicely with Strike Craft and Arc Emitters on Cruisers and Battleships. A small amount of Point Defense defends against Torpedoes and. Compare with the same level weapons, it got a. This page was last edited on 14 October 2017, at 11:50. The very existence of other independent life forms is a threat to MorningLightMoun. that disruptors or cloud lightnings it can equip are short ranged and generallly inefficient dps wise compared to the arc emitter. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. – X-slot weapons and L-slot long-range weapons range are reduced. So my ideal fleet comp would be torpvettes and arty battleships. Arc emitters + cloud lightning battleships are both fun and worth it. This is my attempt to sort out some things and get rid of confusion. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). 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. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. XL weapons target large ships first and large ships have lots of armor. you need kinetics to lower shields for the nl though. Get the +20% range admiral. 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. They never miss and wholly bypass armour and shields. Often you'll find that you're bringing their Hull to 0 HP at about the same time their Armor is going to. – Strikecrafts damage has been reduced and speed was rolled-back. 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. And 5x T5 large shields and 1 T5 armor. CSS : Culture Special Ships // Special ships for each species, with variety of fleet compositions, goes well with vanilla. Do that and then ONLY arc emitters will be viable as armor and shields are already repeatable, if hull becomes repeatable only weapons that go directly to the hull. The ultimate BB build is Focused Arc Emitters + Cloud Lightning. Basically, if MD are bad at focusing. If you go with Battleships with Arc Emitters in the bow, there's no real point in using other weapon types. In singleplayer you can just mass these, the AI will never counter them. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. 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.