So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Also, Arc Emitter / Cloud Lightning / Disruptors only really start to shine once your enemy is deep into repeatables. Do you guys know if these techs are buffed by repeatables?Imo, Giga Cannon. It's the difference between having +50% damage and attack speed instead of 25%. Arc Emitter/CL are always better since by the time you get these you should have completely eclipsed the regular AI empires. You either go with 4 Neutron Launchers or 4 Cloud Lightning. The arc emitter has ~2/3 the DPS and the same range as its alternatives, although it lacks damage. Maybe the lack of speed boosts for kiting has been my issue. I've done the math and tests. When stellaris was updated to 3. Stellaris Dev Diary #312 - 3. The Arc Emitter is a short-range large sized weapon capable of producing electrical discharges similiar to the Electrical Discharge Coil. Tachyon Lances:The Giga Cannon is pretty much exactly the opposite, it has the advantage of being long-range and ripping through shields to support your other weapons. 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). To my knowledge you can't arm corvettes with torpedos without nodding. 1. I always heard that if you put disruptors, you should only put disruptors. The Arc emitter splits its damage up too much. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Arc emitters instead of proton/neutron torps and giga cannons. so no reverse engineering. I have got some value from Arc emitter X slot, triple kinetic artillery, and double M plasma cannon. This is a searchable and complete list of Stellaris technologies and their IDs. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. only cost a year. It's all about using weapons that complement each other. Arc-Emitter/Disruptor is perhaps the best combo available for a huge number of Fallen Empire and Crisis. Tho i have yet too see anything beat Arc Emitter spamm. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. Later in the game, torpvettes would be faded out (whenever I can afford it), and my fleets would consist of only Titan + arty. Go to Stellaris r/Stellaris. 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. Since the Unbidden don't use any armor, they're one of the few situations where regular missiles are better than torpedoes. Ultimately went Kinetic on Battleships and Plasma on cruisers. 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. Cruisers with a torpedo front, a hangar mid, and the gunship stern. About 1. While it seems good, it's actually better to use. rarely see empire use cloud lightning as weapon. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. And if it does happens- you have disruptors, cloud lighting and arc emitter. Cautious admirals with +range are good too, as getting the alpha strike in an engagement is important. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 55. To quickly find a tech in this list press ctrl + f and type in the techs name. For the record, in stellaris 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). Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Disruptors are spectacular when paired with cloud lightning or arc emitters and in large numbers, however by itself it is terrible. Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. Mixing Focused Arc Emitter with Strike Craft doesn't make much sense. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. 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. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. So my ideal fleet comp would be torpvettes and arty battleships. Arc Emitters will suck, but on average a volley from those will still kill 4 Corvettes. 3. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. From my experience, artillery BS fleets win arc emitter fleets. It shoots a 30° electric arc spreading through nearby walls and between enemies. 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). Stellaris has a rather cheap upgrade system, where its easy to switch designs. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. Giving up one strike craft for the arc emitter is easily worth it. Its almost like two options are interchangeable. 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. Thanks. 5 damage per shot while completely ignoring shields and armor. Arc Emitter outperforms Mega Cannon in a Battleship meta, but 3. 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. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. So in ideal Gigacannon situation, Arc remains close. 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). ago. 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. I'm not sure what the meta is regarding shields vs armor, but I usually favor shields because they don't need repairs. The other main weapon loadout is Neutron Launches with a Giga Cannon. 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. As soon as I get titan I am going to launch an offensive. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. 2. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. Crusiers will be either strike craft cruisers with distruptors, or assault torpedo missile boats. 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. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. After your first fleet engages, have a second fleet of naked battleships engage. You need a few from every weapon or you are handicapping yourself. 2 days faster than the Arc. The phase disruptor seems to be balanced enough, since it doesn't do massive damage. Still, in 3. 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). Arc Emitters are extremely strong and well under estimated, especially as the enemy gets T5 sheild and armour. Techs needed: Battleships, Megacannon (or Arc Emitter), Kinetic Artillery, Shield Hardeners, Autocannons Required Components: Line Computer Sections: Spinal Mount Bow, Artillery Core, Broadside Stern X-Slot: 1 Tachyon Lance L-Slots: 3 Kinetic Artillery M-Slots: 2 Autocannons 12000. What am I missing?Stellaris. Standard combo is giga cannon with neutron launchers. 1. Looking at your fleet cap and assuming that it's all battleships with arc emitters gives us. Amongst the battleship based weapons in vanilla Stellaria, it seems that the Arc Emitter is over powered because it completely bypasses shields and…XL arc emitter bypass all shields and all armour and phase disrupters do the same. 例如:“异种保护区”(建筑. 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. Economics is everything in stellaris if you have more ships you win. 50% pierce through the shield, but gets reduced by 50% of the ships armor. You should use a ton of shields yourself though because most of their weaponry is weak to shields. Reply ironsasquash. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. Focused Arc Emitter in the front, a couple hangars in the core, and a couple Whirlwind Missiles in the stern should theoretically create a design that will be moving between 120 and 150 range. Not enough power for 6 shields. This is my first time I played with Stellaris, I think this is Stellaris Apocalypse, and apart from an early aborted attempt, this is my first game, so I don't know what can be. It’s inside the forward hard mount, then a little up. Stellaris. 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. 8* 한국어 패치 및 설명. Running a mixed force of missile cruisers (Nano-Swarm missiles and Devastator Torpedoes) and Battleships (Arc emitter, hangar section with PD and missiles, kinetic artillery aft). In singleplayer you can just mass these, the AI will never counter them. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Indeed they are bad at pretty much everything else - but that they can do good. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Stellaris fleet getting destroyed. These are also easily moddable via its file, see #Tiers . 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. Numbers roughly add up. G spot is too hard to find on corvettes hehe. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. With 60 range, the most you can squeeze out of them is 60 + 10% (rapid deployment war policy) +20% (cautious) + 20% (artillery combat computer) for a total of 95 range. I gravitated towards using Disruptors + Lightning + Arc Emitters across my fleets to completely bypass armour and shields. ago. Arc emitters + neutron launchers > the rest. Carrier battleships can counter most anything. 1. • 1 yr. 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. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. 对该项目的细节说明请添加至相关页面. Also see the issue of ship. 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. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. These are energy weapons too and they completly ignore shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Strikecraft are the same but also clean up small ships very effectively. 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. Arc Emitters have a base cooldown of 10 days, the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. Since they join the fight behind your main fleet, they largely won't get targeted, so they really don't need much for defence. ago. 4 Anti-Shield. Stellaris. Playing against a 25x Contingency. But not like the status of Arc Emitters in X slot. Of course it also costs you the entire hangar front section. ago. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Slaanesh-Sama • 4 yr. The Contingency got nerfed pretty hard in 1. ago. As I said, Arc Emitters are great if you need to guarantee a few ships get killed. Assuming they deal their full damage. 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. Because Disruptors are the single worst mainline weapon in the game. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter". Especially in the early game your enemies will be mostly hull, or at least a pretty balanced mix of hull / shields / armor; in this case the pure hull weapons aren't all that. Giga Launcher + Kinetic Artillery is also a good alternative to rip through their shields, or maybe even missiles given that they have shield penetration, but those require another set of repeatables. Arc Emitters are indeed designed to counter corvettes. So that’s 2M damage per week. 3. The focused arc emitter does 11. Prethoryn have shield pen so stack up more on armor and also they lack shielding so go for energy weapons mainly (don’t bother with Kinetic). 2. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Prime is life. Use the torpedo computer, and fill up free slots with missiles. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. I can see how the arc emitters aren't helping with defense breaking here. Go to Stellaris r/Stellaris. Lance, giga cannon and emitter means anyone will have a bad day. Ultimately went Kinetic on Battleships and Plasma on cruisers. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Nemesis Patch #2 Released! MrFreake_PDX. that weapon requires plasma weapons to research. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. It's contextual really. 0. Again, fill up free slots with missiles, and you want the line computer (the stats aren't great, but you need a computer. 4 Anti-Shield. Energy weapons are very good against all crisis and FEs - arc emitters against everything but prethoryn, neutron/tachyon vs them. Thus we can expect a Revenant to die for every 5 Arc Emitters. Go to Stellaris r/Stellaris. 6 update. Cruiser VS Battleship. Also see the issue of ship computer. Directions. 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. 6 isn't a Battleship meta. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. 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. 2) Battleships with Arc Emitters and Cloud lightings are insanely powerful (especially with AI mod - because with it AI will able to get own repeatables too and since it pen weapons will start to win over "normal" one). Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It can be a good option when going pure energy, as it will punish shield-heavy opponents that Neutron Launchers struggle with. That almost never happens. Cloud Lightning is only good if you're using Arc Emitters as well. 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. 4. You need to start a new game. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 50% get to the shield. Simply have both fleets engage at the same time. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. crystal hull plus the regen from scavenger bot and engineer admiral. Giga cannons do not do the job like arc emitters and cloud lighting is too short. The only difference was they were using Arc. Against shields ( unbidden ) mega cannons. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. It can be issue when you have 3-6 battleships. I use cheap modules (arc emitters, tier 1 engines, crystal platings, if I had researched auxiliary fire control I would have added it, also before end game events I use regenerating hull tissue to reduce casualties), in x1 tech/tradition I would consider using shields instead, to survive 2-3 hits from large matter disintegrator. 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. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. First, range. Compatible with Stellaris 2. I can handle x25 Unbidden no problem, but Scourge/Contingency still kick my ass. If the enemy is faster, then they cannot. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the. Just focus on Battleships with: full shields (their only weapons are energy based, and your strike crafts+point defense should easily neutralize theirs), cloud lightning/arc emitters (they have strong shields/armor but weak hull), point defense and strike crafts to neutralize theirs as already stated. The Arc emitter splits its damage up too much. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. I usually go 40-50 battleships and 10-ish destroyers (which will be gone). In a space storm, Tachyon Lance just murders things. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. It's a very thin gaussian. – Strikecrafts damage has been reduced and speed was rolled-back. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. Arc Emitters really are the go-to XL in general, expect a. I tend to try and make them as split and even as possible across the board. For the record, in stellaris 2. Crisis fleets are not big in numbers. Also, you're rolling all shields, and they're outfitted with disruptors, neutron torps, emitters, and plasma. Targetting priorities. Arc Emitters. This page was last edited on 14 October 2017, at 11:50. For one, I like to micro. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. Loadout. 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. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. ( stellaris noob) i dont have dlc so idk if that contributes Most of what I do doesn't striclty require a DLC. Just make sure ur using arc emitters for battleships and maximized the ship weapon range, that will be the most effective way for fighting crisis. Members Online • [deleted]. Frigates are only really good as stealth ambush ships, and in any other role are just worse versions of Cruisers, and Destroyers are really only good as. 64 DPS. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar Emitter (II) is way more OP. ago. 解锁:在鼠标浮层中查看. Interact with diverse alien races, discover strange. Arc emitter/ carrier core / multi missiles. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. For balanced fleet I'm using Arc Emitters, but my fleet is made of: Disruptor Corvettes. Yeah the S- or M plasma on Line Cruisers are fine. Given this composition, Arc Emitter Missile Carrier and Disruptor Corvette would definitely be the way to go. 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. In EVE, for example, the projectile weapons don't use energy, at all. So that’s 2M damage per week. Nov 9, 2023Arc Emitter Battleships with their 2 small Phase Disruptors, 2 PD and 2 medium Phase Disruptors (or 1 CL if you've unlocked that) will fare far better in close combat No they. Weapons try to maximize their damage. Stellaris Dev Diary #295 - Armies, Sectors, Messages, and More. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. Home;. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. 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. 6. 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 shipsIs 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. Otherwise 95% accuracy and 100% accuracy would be pretty similar. 1 Energy Siphon; 2. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. 6+ Stellaris. - My plan is to completely bypass their shields and armor with my Battleships and then deflecting their torpedoes and Strike Craft with PD and Flak picket. But this is close enough that you propably need a much longer test set to be sure. 5 times the fleet power does not suprise. Arc emitter is weapon with 100% shield and armor penetration, which makes thick shield and armor of 25x crisis useless, significantly reducing the difficulty. Stellaris. 4. 对该项目的细节说明请添加至相关页面. Battleships will be build, but not very many. Weapons try to maximize their damage. A better and stronger Arcology Project hsa. which of the 3 type, specifically. The Cloud Lightning is a weak and situational weapon, its only real advantage is that it synergizes with Focused Arc Emitter and is really inexpensive. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. One thing to keep in mind though is that you need to reach critical mass of at least 1-2 fleets of battleships for. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. Arc Emitters are also quite OP. Damage vastly outscales defense in Stellaris. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). The only difference was they were. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Current Stellaris Ship Meta (for v3. Tachyon Lance and Kinetic Artillery carry the day. 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. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. I. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. It's been very fun, and lately I've been strongly focused on Shields vs Armor vs Plating (Hull). The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the artillery combat computer, and with the war doctrine that further boosts your range. Example: research_technology tech_starbase_3. The end of my last game i had 550. I have. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. True that Stellaris previously had balance issues when a bunch of naked corvettes were stronger then "normal" fleet on same money, but it was fixed loooong time. – X-slot weapons and L-slot long-range weapons range are reduced. Currently 2 computers try to get inside the minimum range. The damage spreading is somewhat known. It's a Cruiser meta. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Other weapons can obviously be better depending on targets. Torpedo Corettes. Depends on the enemy’s defenses. The only time this reverses is against the Unbidden. 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. 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. r/Stellaris. XL weapons target large ships first and large ships have lots of armor. 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. Still, in 3. 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. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Focused arc emitter battleships for contingency and unbidden, tachyon lances for prethoryn, run strike craft with either with contingency and unbidden they help by ignoring shields and thus can actually aid the FAEs in doing damage and with prethoryn they help by killing enemy strike craft ( even though prethoryn strike craft are really slow. I use Arc Emitters which stack with the energy weapon damage repeatable, since it goes through shields and armor I don't really see any use for the Giga cannon and Tachyon lance. In Full Late Game a Behemoth with +40% Range and you will win every capacity and ressource war. BEEIKLMRU. Cloud Lightning is the best L weapon to use with arc emitters and have incredibly low range for a battleship weapon. How good is a disruptor/ cloud lightning/ emitter monofleet? I know a fleet of corvette's with autocannons followed up by a fleet of BB's with energy…The only real damage they can do to you is with focused arc emitters, but it's not like they mass them enough to start melting fleets. Also, the void cloud lightning is better. Note that since the other weapons have no firing arc, the best setup right now are whirlwind missles and strike craft. Giga can spread damage to help take down shields then tachyon focus fires. 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. XL mounts in general are not as good as 2 kinetic artilleries, if simply because of the former's limited firing arc. This in combination with devastator torpedo corvettes make a deadly late game fleet for any enemy, fallen, awaken, synthetic, or extra dimensional. Depends on your other ships and weapons and what type of defense your enemy is using. 0) Number of years since game start is greater than 15 (×2. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Targetting priorities. . (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. Combining with arc emitters and/or torpedoes makes it more likely. 5 combat model. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies.