1 version of this mod !!! The aim of this mod is to expand upon the vanilla technology tree of Stellaris with new tiers of weapons, shields, reactors, armor and thrusters. Generally I fit my ships depending on the composition of enemy fleets. On a related note, OG player returning to Stellaris using old Battleship tactics thinking AI is still potato vs better AI equipped with mixed typed of ship and. What am I missing?Stellaris. 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. In my fleets, I always put some battleships with focused arc emitter, carrier (for the point defense and AA guns), broadside (one plasma, one. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. 对该项目的细节说明请添加至相关页面. 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. Gigacannon needs to do 12600 to kill. Their fleets are mostly medium-sized, and their power is entirely dependent on simple. Battleships will be build, but not very many. Thread starter Lucius Confucius; Start date Apr 3, 2022; Jump to latest Follow Reply Menu We have updated our. 55. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. 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. Is it the Focused Arc Emitter o. Stellaris is a 64bit executable yes, but the datatypes for numbers were left unchanged in the code. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. 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). Stellaris: Focused Arc Emitter - The Best XL Weapon? In this video I explore which XL is the most powerful in new 3. Basically arc does 25% damage as shields are enough. (But to be honest, with vanilla stellaris, once you have focused arc emitters you can easily take out any FE, and you get those around 2240 in a tech rush. 6+ Stellaris. 对该项目的细节说明请添加至相关页面. 6. So that’s 2M damage per week. 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. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Titan. 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。. This design is just incredible well balanced, with a mix of big guns and small guns for every kind of target, some Point Defense to mitigate the Battleship weakness to Torpedoes, relatively fast speed thanks to those 3. 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. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. tech_arcane_deciphering: Armored. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Arc Emitter, 2 Marauder missiles, 1 flak, 1 barrier defense, 2 hangers, and 2 swarm missiles with afterburners and carrier computer. Not so much for PVP but for PVE. ) Reply . 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. I don't know what or where things went wrong, but I tried giving the new patch a chance. I guess what I am frustrated about is that Stellaris gives you many options for. Cloud Lightning is only good if you're using Arc Emitters as well. FAE stands for Focused Arc Emitter. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Significant-Phase-71 • 2 yr. 5 damage per shot while completely ignoring shields and armor. 8* 한국어 패치 및 설명. ; About Stellaris Wiki; Mobile view While the Arc Emitter is an excellent and underrated weapon that deserves to be held as a highly competitive alternative to the Tachyon Lance and Giga Cannon, the Disruptors and Cloud Lightning are unremarkable at best and struggle to compete with the Neutron Launcher and Kinetic Artillery. Focused Arc Emitter on the spinal mount, Carrier core with Marauder Missiles and Point Defense, and Whirlwinds on the Broadside stern. This mod also adds two new. Tachyons are good overall, especially against armour. Rest is carrier battleship with arc-emitter on X slot. 6 isn't a Battleship meta. If all of your battleships L-slots can't bypass shields you are losing way too much damage overall. Stellaris. 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. @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. 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. Otherwise 95% accuracy and 100% accuracy would be pretty similar. If the enemy is faster, then they cannot. This is a searchable and complete list of Stellaris technologies and their IDs. Thread starter Moorleiche2k; Start date Jul 25, 2017; Jump to latest Follow Reply Menu We have updated our. Helican Jul 19, 2016 @ 9:11am. Arc Emitter + Cloud Lightning is the combo. • 1 yr. Giving up one strike craft for the arc emitter is easily worth it. 6 update. Cloud Lightning; Giga Cannon vs Kinetic Artillery). Only potential alternative are Arc Emitters and Cloud Lightning, but the damage output and range are awful. Nemesis Patch #2 Released! MrFreake_PDX. 聚能电弧发射器 (Focused Arc Emitters) 解锁:在鼠标浮层中查看. Hit multiple targets. 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. • 4 yr. Surround it with torpedo boats that have marauder missiles (those sacrifice the extra armor damage of torpedoes for hull damage). Stellaris. 2. Yeah the S- or M plasma on Line Cruisers are fine. 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. Directions. 25+ arc emitters (or 50+ if you stack fleets) going off before the enemy is even in range will cause casualties and can win you a battle before it even properly started. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Logical-Table-3530 • 2 mo. FE/AE and the Contingency are the best examples for this. 6 Ancient Saturator Artillery; 4 Explosive weapons. It also adds several new subtrees with technology based on crystals, psionics, gravity. Spinal Mount Bow (X slot) with Arc Emitter Carrier Core (2 S, 2 P, 2 H) with Disruptors, any PD/Flak, any Strike Craft Broadside Stern with Disruptors Line computer (Precog if available, Sapient otherwise) chance to hit auxiliary In both cases you can optionally mix in a Titan with the +10% tracking aura. I did some research and have arc emitters, which should be helpful. There are multiple reasons for the choice, alone they might be sufficient, together they become overwhelming. Stellaris Dev Diary #312 - 3. Jun 28, 2022. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The other 86% of DPS does not penetrate shields. Targetting priorities. You just necro'd a post 18 months old. Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets stomped. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 25 / ×2. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In stellaris 2. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. 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. I can see how the arc emitters aren't helping with defense breaking here. Artillery hits targets instantly but neutron launchers take time to reach their targets and reload. 3. g. 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. Cloud lightning is an L-size weapon with range 70 and average damage 11. 25) Has Discovery Traditions Tradition (×0. 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。. e. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Thus we can expect a Revenant to die for every 5 Arc Emitters. Standard combo is giga cannon with neutron launchers. 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. 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. This is absent in Stellaris, so there's no real advantage to using machineguns as the primary weapon system. Arc Emitters: tech_arc_emitter_1. These fleets seem to be punching way above their weight. Arc Emitters I'm pretty sure. Cloud Lightning / Arc Emitters - Best in slot late game weapon once you and your enemies have a ton of repeatables Repeatables make it so the enemies shields get bigger and bigger and offense can't keep up so eventually you are better off DPS wise to just swap to weapons that ignore defenses entirely like Arc Emitters. For specific weapons, you can really pick your choice. That almost never happens. Instead we see missiles hitting every time, meaning it's the difference between multiplying by (0. Sublight speed considered a debuff against 25x crisis because the player's advantage is the range of arc emitter. Ideally you actually want armor and shield piercing weapons, because they have a very balanced amount of shields/armor. 4 Kinetic Launcher; 3. Asking the Stellaris community a. Arc emitters + cloud lightning battleships are both fun and worth it. Which result in inability to fire those weapons. Ignore all shields and armor That does sound appealing but after subtracting half base damage it. Getting thorugh the shield to increase the damage dealt to the hull takes too long because only 50% hit the shields. Selenba • 3 mo. that's not really helpful since you just mentioned all type of weapon category (arc emitters = energy, torps / missiles = kinetic and explosives). These top-notch Stellaris ship designs will help you conquer your enemies and build your empire. Basically the piercing guns and the conventional guns are fighting two different battles: Either the AE destroys the target before the other guns are not done with shields / armor, then even the low DPS from disruptor / cloud would have. They will also use cloaking a lot more than other AIs, as to get in close with those heavy bypass weapons. Normally that's only the fallen / awakened empires. You need to start a new game. Unbidden anchors provide 50% hardening to all units in the system. If that's the case, you want a screen of corvettes/destroyers rocking PD and Ion Disruptors. 找到SteamsteamappscommonStellariscommoncomponent_templates这个文件夹. Since there is no infinite tech for extra hp (just armour/shields), these become more and more op as the game progresses. This balances them out. Indeed they are bad at pretty much everything else - but that they can do good. . And ennemy destroyers holding mostly PD that are going to serve no purpose do not. One can tailor it a bit for Prethoryn/Hidden as needed. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Check at black holes systems, especially if it has an enemy warning icon on it. The effect seems surprised and i feel a lot. If thats Contingency, just use disruptors instead. 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. Cruisers are plain useless except for missile boats to diverse DMG output. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. 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. I think even that will be a struggle for the 10x I'm playing on so 100k might not do the trick. So an arc emitter can two-hit a battleship when lucky. rarely see empire use cloud lightning as weapon. 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). I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. 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. The Arc Emitters don't have as high base damage at the other spinal mounts but hulls don't have. Not sure which. You want +5% Damage buffs more than +5% rate of fire, to a point. 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). I hope to get some feedback from this great community too. BEEIKLMRU. Targetting priorities. This mod adds Large-sized arc emitters to the game ("Miniaturized Arc Emitter" and "Miniaturized Focused Arc Emitter"). Basically shield + armor pen because FE have very high shields and armor. The focused arc emitter does 11. So the battleships and cruisers try to maintain permanent 100 range while firing. (50/50 armor/shields, half weapons good against shield, Hull and other half against armor etc) 2) Focused arc emitter/carrier/medium disruptor battleship (with afterburners) 3) Disruptor menacing corvettes (with afterburners, requires Become the Crisis). E. Contact. The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. if you go heavy in frigates, and bypass armour and shields, you are going to spamm matter disintegrators, fighters,voidlightning,and arc emitters. Arc emitters are unreliable in terms of damage, which limits their effectiveness. 1 Missiles; 4. Rare resource cost? neglible compared to everything else on a battleship. 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. Logical-Table-3530 • 2 mo. The focused arc has 100% armor pen and 100% shield pen. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. – Strikecrafts damage has been reduced and speed was rolled-back. Hit multiple targets. If you're going the FAE path, then you don't want Kinetic weapons at all. 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. – Arc Emitters and Cloud Lightning will have 100% tracking and increase. Unbidden: Unbidden is the only time that Arc Emitters actually shine. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Arc emitter battleship for less than 300 alloy,Allows for insanely massive production. 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. They never miss and wholly bypass armour and shields. Giga can spread damage to help take down shields then tachyon focus fires. Numbers roughly add up. never combine arc with anything else that isn't disruptor. 45k did it for me with nearly no losses and it was quick AF. Significant-Phase-71 • 2 yr. Torpedo Corettes. Focusing fire poorly also makes it more likely, but is bad overall. Crisis need rework. 2 Ancient Nano-Missile Cloud Launcher; 4. 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. It's a very thin gaussian. 05) and (0. Still, in 3. Todo Discusiones Capturas Artwork Retransmisiones Vídeos Workshop Noticias Guías Reseñas. Derived from [Universal Arc Emitter] Mod, this is a L-slot arc weapon, kind 'a better and more expensive cloud lightning, or smaller arc emitter. Rare resource cost? neglible compared to everything else on a battleship. 2 days faster than the Arc. 例如:“异种. 3 Arc Emitter; 2. Perhaps recent updates have caused the AI to be smarter about increasing fleet limit and building up to that limit. - 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. List of all technology ids in the game to be used with “research_technology” console command. 4 Anti-Shield. Thoughts on 3. Arc Emitters are great if you stack a fleet with them. Cloud Lightning is only good if you're using Arc Emitters as well. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. So my ideal fleet comp would be torpvettes and arty battleships. A battleship has around 3000 hit points. A complete and up-to-date searchable list of all Stellaris. Finally we have the Focused Arc Emitter which bypasses both armor and shielding and hits hull directly. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. 44. 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. When stellaris was updated to 3. Damage on the arc emitter can be 1 to 1700. So in ideal Gigacannon situation, Arc remains close. Arc Emitters: tech_arc_emitter_1: Arctic Colonization: tech_arctic_colonization: Arid Colonization: tech_arid_colonization: Armored Torpedoes:. Ennemy does not increase its hull over tech, loadout or time. 对该项目的细节说明请添加至相关页面. Finally, the focused arc emitter is very good, particularly because it never misses. Numbers roughly add up. An Arc Emitter is at least a T3 weapon in its base form, so comparing it to a T1 weapon wouldn’t be fair. 0 unless otherwise noted. but theres nothing wrong with a good Arc emitter 😂 also, fit a battleship with low range, high damage brawler weapons like neutron blasters to hold the line. This is the easiest way to use the guide in game, especially if you don't really plan ahead. VLS for Stellaris // A brand-new vertical launch missiles for cinematic space battles. Top tiers should be used for the comparison - and may be, I just can’t tell as-is - so a label there would be nice, and different tier information useful for which weapons to use throughout the game. Is it the Focused Arc Emitter or the Giga Cannon or perhaps the. Pure M, two after burners, rapid deployment, artillery computer. Not enough power for 6 shields. 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. Why bother having shields and armour tech when a battleship can have its hull removed with one volley. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. I tend to try and make them as split and even as possible across the board. tech_arc_emitter_2. If thats Contingency, just use disruptors instead. 6. So the battleships and cruisers try to maintain permanent 100 range while firing. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. These numbers are only a vague scale for strength, they do not incorporate the weaknesses of the different weapon/ship builds. 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. 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. It's all about using weapons that complement each other. Plasma Accelerators: tech_plasma_2. I just wouldn't put them on the L-Slots in battleships, they totally underperform there. 解锁:在鼠标浮层中查看. tech_arc_emitter_1: Arcane Deciphering. With their buffs, this WILL ONE-SHOT corvettes with flawless precision, regardless of evasion. The only defense that protects against Focused Arc Emitter, and the only defense with a favorable matchup against Devastator Torpedoes and Advanced Strike Craft. 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). But even then I will tend to go Giga if there. And typically is available 5-10 years later, so it can be common to not even use the Arc Emitters and skip straight to FAEs. Imo they're overrated, with Arc Emitters being grossly overrated purely because of its numbers on paper. I go Giga Cannon unless I have Cloud Lightning tech, in which case I go Arc. Stellaris. It would be really neat if you could also test Giga vs Arc emitter, and likewise Tachyon vs Arc emitter. Keep. Arc Emitters have 3 strengths: Perfect (100%) accuracy. 0. Still, in 3. Lances don't ignore shields, but do ignore 100% Armor, vs 50% armor ignore for the Arc Emitters. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. You should use a ton of shields yourself though because most of their weaponry is weak to shields. 1 Energy Siphon; 2. This is a powerful combination of long-ranged weapons that synergize and give strong performance against any kind of enemy fleet composition. Stellaris cheats and commands. That means the megacannon will try to keep hitting shielded target while the particle cannon will go for unshielded targets. Strikecraft are the same but also clean up small ships very effectively. Against armour (scourge) Lances. Plasma is obviously an exception however- it does too little damage to shields. 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 find one neat thing about the Arc emitter too is how in numbers it simply slags corvettes. 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. 具体改法为(仅适用于steam正版):. Each of the next sections, except for the few last ones, are an overview. 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. These IDs are usually used with the research_technology tech ID command. 例如:“异种保护区”(建筑. Reply. Ultimately went Kinetic on Battleships and Plasma on cruisers. Maybe the lack of speed boosts for kiting has been my issue. These are designs widely known in the Chinese Stellaris Community, and I feel like sharing them, so I post this. Go to Stellaris r/Stellaris. Also i recommend having at least 5-15 battleships equipped as Carriers and hear my. distruptors are good in early to mid game,after that when fleets get bigger and carrier battleships come to play,they are useless. These are absolutely incredible workhorses and are very well-balanced, they tend to crush the AI's fleet composition. The only time this reverses is against the Unbidden. Stellaris. 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. First, range. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. Most urgent late game problem. Field Manipulation The Field Manipulation tech tree focuses on Energy production and shields. 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. - 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. Go to Stellaris r/Stellaris. The reason may be that the unbidden fleet is spread out across a radius of close to 60. 2. 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. ---This micro-mod adds Titanic Arc Emitters to the game. 电弧发射器 (Arc Emitters) 解锁:在鼠标浮层中查看. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. arc emitters are a powerfull first strike tool and like to focus on ebemies with full shields while nl focus enemies without shields. All are pretty good but GC has the edge. Stellaris Cheats; Technology Codes;. In EVE, for example, the projectile weapons don't use energy, at all. 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. Also, the void cloud lightning is better. Lances decimate armour, but are hopeless against shields. 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. If you aren't going long-range, use a different ship type. Computing The Computing tech tree focuses on Research, sensors and espionage. 64 DPS. Best Lategame Fleets: 20 BS with Forged Plates and Arc Emitter + 3 Lightning 4 BS only StrikeCraft+ PD and 1 Lightning 2 more BS or one Titan. Currently 2 computers try to get inside the minimum range. Embarrassingly, I'm still a hefty novice when it comes to ship design. Mega Cannons+Neutron Launchers are more efficient otherwise. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. A focused arc emitter + cloud lightning battleship is hitting for 150. That said, late game going with the arc emitter front and. Pick +20% range computers. only cost a year.