58 days against the same Battleship above; Giga Cannon takes 27. The tachyon lance does 15. 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. If it behaves like I'm thinking it will, giga. Also, since they all have a cool down of approximately 8 ticks, average. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. Best. I can't really put my finger on why. The last sentence is basically the Stellaris meta. The tachyon lance does 15. Use swarm computer and Afterburner. Also, since they all have a cool down of approximately 8 ticks, average. . Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Carrier chip. Regardless of their performance against balanced defenses, both of those designs can be hard countered by switching to all armor (vs Giga+Artillery) or all shields (vs Tachyon+Launchers). The giga has 50% armor pen, and an extra 33% shield damage. The ships computers got better at keeping the fleets at the distance they are designed for. I have all tech researched, so the choice is between the tachyon lance, focused arc emitter and the giga cannon. tachyon lance + plasma cannon vs focused arc emitter + mining drone laser ? recently, i have successfully used the latter to quickly suppress prethoryns (one important condition was that they had to pop up far away and there were like two. I can't really put my finger on why. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. 75 DPD respectively. And then sending different ship formations against different enemies, depending on what they're using. This page was last edited on 6 April 2018, at 21:58. Also, since they all have a cool down of approximately 8 ticks, average. Help you create the ultimate fleet. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. I feel that they are insignificant to the equation. 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. Focused Arc Emitter, Tachyon Lance, and Giga Cannon are all amazing in the X slot, and Neutron Launchers and Kinetic Artillery are great in L-slots. Also, since they all have a cool down of approximately 8 ticks, average. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Master Zone. 75. On 3. 1. Also, since they all have a cool down of approximately 8 ticks, average. Carrier Battleship Anti-corvette duty for midgame battleship fleets Tachyon Lance, 1x Neutron Launcher, 2x Strike Craft, 2x Energy PD, 2x Autocannon Carrier computer Arc Battleship For fallen empires and the Contingency Arc Emitter, 6x M Disruptor, 1x Strike Craft Artillery computerI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian. So don't worry if you cannot get the Giga Cannon tech unlocked. They're unlocked by having particle lance, which is the tier 1 version of the same weapon, and gamma lasers. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 1. I read somewhere that people were debating which one to get. That leaves you with lances or arc. Main guns are Remnant Tachyon Lance and Gatling Lance 49 /r/starsector, 2022-12-16, 18:15:01 quintuple tachyon lance [MEGA REDACTED] does not exist, It can't hurt you. In singleplayer you can just mass these, the AI will never counter them. I've mainly played Stellaris while using auto-best for my ships. Also, since they all have a cool down of approximately 8 ticks, average. #8. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. So slower fleets with the wrong computers are helpless. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 60sec cooldown | 100% Acc. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The Tachyon Lance deals. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. Lances decimate armour, but are hopeless against shields. Has no use against. 1. At first I was excited, but as time passed by I started noticing the large flaws in the new combat system. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The Strike Craft will hard counter the Corvettes, while Arc Emitters and/or Missiles can easily pick off the rest of their fleet while keeping maximum range. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. More range, accuracy, rate of fire, damage, penetration. Design B: Neutrons and Focused Arc Emitters. The math favours Lance when we add 4x NL - as we should - but the damage of Arc Emitters needs to be lowered by 30% or so if we are to have an X-weapon meta at all. Generally Focused Arc Emitter is better on pure energy Battleships, but Tachyon Lance can work with the right support and I'm actually a fan of that build in spite of its flaws. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. Arc Emitter versus Tachyon Lance, to me, is a matter of preference vs the Prethoryn; I always go for Lance against them, but only because I use the Arc Emitter in literally every other situation, and it gets boring. ago. Why tachyon lance or giga cannon (or kinetic) over arc emitter? Thread starter Holycannoli; Start date Mar 30, 2020;. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. Still better than the Arc Emitter under all conditions. Please note that I am rounding numbers, and ignoring carry over damage here. The focused arc emitter does 11. My typical flleet is : 1 titan with aura regen 20 bs carrier : arc emitter, hangar bay, medium missile x3 afterburner 5 artillery : tachyon lance , kinetic , medium missile ( to keep the x3 afterburner) I ilke having that extra alpha strike and armor damage . This range is just barely longer than Tachyon Lance / Neutron Torpedo / Arc Emitter range, which means carriers can't have a much longer effective range since they must still be 'in battle' to launch. ③ Arc Emitters 45->56. I feel that they are insignificant to the equation. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). There's also Focused Arc Emitter + 4 Neutron Launcher which trades off the crazy killing power of the Tachyon Lance for the ability to bypass shields with the Focused Arc Emitter. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. #2. Apr 1, 2018 @ 11:14pm. I feel that they are insignificant to the equation. This page was last edited on 6 April 2018, at 21:58. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. Also, since they all have a cool down of approximately 8 ticks, average. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Also, since they all have a cool down of approximately 8 ticks, average. So in ideal Gigacannon situation, Arc remains close. I can't really put my finger on why. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. This is just not comparable. So that’s 2M damage per week. I feel that they are insignificant to the equation. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Please note that I am rounding numbers, and ignoring carry over damage here. One of my favorite games remains the one in which I saved the galaxy from the Prethoryn Swarm single-handedly after they had eaten about two-fifths of the galaxy using a massive fleet of tachyon battleships rolling from system to system, saving. The Tachyon Lance + Neutron Launcher design is noteworthy for having the highest DPS of any ship design in the game, and just accepts a poor matchup against shielding. Media. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. One way to get them early is by pure luck. They ignore shields completly. 350 To balance Arc Emitters they should add hull point repeatables for late game research. Please note that I am rounding numbers, and ignoring carry over damage here. That leaves you with lances or arc emitters. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. Once you get focused arc emitter and cloud lightning I don't see a reason to use the other two weapons? Are there possibly enemies in the game with TONS of hull and very little shields or armor where you'd want the extra raw damage? My fleets. 58 days against the same Battleship above; Giga Cannon takes 27. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I can't really put my finger on why. 3. I read somewhere that people were debating which one to get. 5. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. Also, since they all have a cool down of approximately 8 ticks, average. Oh and fill your Utility Slots with Alluxilarry Fire Controls or however that one is called - it gives +5 to Hit Rate, and if I remember Correctly, Tachyon Lance and Neutron Launchers have 85%, that would bring them to 100% Accuracy, so you don't have to suffer DPS loss from, well, missing. I feel that they are insignificant to the equation. In singleplayer you can just mass these, the AI will never counter them. Destroyers are. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. r/Stellaris. Against a pure T6 armor fitted BS (which is impractical) the Tlance still deals 70% damage which is 175. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. . I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I've done the math and tests. Scanning the debris unlocks the research for you, so you can - note that this only applies pre-Heinlein - arm your destroyers with them. 77 days; But the test by Montu doesn't use all-kinetic or all-energy, so if the L-slots alongside the X-slot weapons are 3 NL and 1 KA: Tachyon Lance takes 27. I can't really put my finger on why. ago. Best weapon for the Prethoryn: definitely. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. Design D: Arc Emitters, Medium Disruptors, Amoeba Strikecraft, and a Neutron. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. CryptoI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Giga cannon could theoretically be good but underperforms in comparison to arc emmitters. Range isn't really even relevant anyway, it'll give you maybe two shots before anything else closes to combat range (and more often one), and those will splash on shields because you haven't gotten the anti-shield weapons into action yet. 0 unless otherwise noted. mega-neur and tach-art-neur preformed equally, both killing the same amount of ships and in winning the same amount of engagements. Design C: Arc Emitters and Cloud Lightning. Gigacannon needs to do 12600 to kill. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. The former sits in the back line and snipes with a tachyon lance, while the latter is a brawler with a. The Neutron Launcher and Tachyon Lance are the best anti-hull, while the Giga Cannon and Kinetic Artillery are the best anti-shield. #3. 1. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. The tachyon lance does 15. I feel that they are insignificant to the equation. giga cannons are double damage double size gauss cannons with extra range and arc emitters are only good for killing corvettes. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. I feel that they are insignificant to the equation. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I want spac to shutter once the titan fires this beam. 23 votes, 22 comments. Also, since they all have a cool down of approximately 8 ticks, average. I have so far wrecked everything with very few losses . Battleships with Tachyon Lance/Arc Emitter, Kinetic Artillery (Long ranged support). 25 ③ Tachyon Lances 35->43. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Use two afterburners on Battleships. But surely that doesn't matter, as it has to go through ten times the hull thanks to armour? Tachyon Lance has one of the highest armour penetration ratings in the game. I had a fleet with 20 Cruisers and 10 destroyers, full piercing (phase disruptors + cloud lightning, the destroyers had mostly PD) with a nominal fleet strength of 20k almost win against a 75k FE fleet. Currently penetrator weapons in general are king, if not countered. Yes, tracking is subtracted from the enemy's evasion (which is capped at 90%), and the result, if a positive value, is subtracted from weapon accuracy to determine chance to hit. X slot artillery battle ship. I've been trying various energy weapon builds on my ships since Stellaris first came out (when the all Tachyon Lance/Focused Arc Emitter cruisers was the thing) and I think I found my favourite one so far: the void cloud lightning. Once you get focused arc emitter and cloud lightning I don't see a reason to use the other two weapons? Are there possibly enemies in the game with TONS of. Also, since they all have a cool down of approximately 8 ticks, average. Until Apocalypse expansion came out and battleship got nerfed, then spamming evasion corvettes became the meta. If you are bringing only a few the damage output of your present Arc Emitters can be everything from terrible to terrifying depending on luck. I feel that they are insignificant to the equation. If you're just trying to kill the Prethoryn, I'd use spinal mount/carrier/artillery battleships and load up on strike craft. Put L-only weapons of your choice into the L slots and either Tachyon Lance or Focused Arc Emitter into X and enjoy steamrolling everything that moves. Design E: Arc Emitter, Flak Cannons, Autocannons, Scout Craft, Amoeba Strike craft, and Kinetic Artillery. Focused Arc Emitter, Tachyon Lance, and Giga Cannon are all amazing in the X slot, and Neutron Launchers and Kinetic Artillery are great in L-slots. I feel that they are insignificant to the equation. Against Battleships, Arc Emitters suck. Please note that I am rounding numbers, and ignoring carry over damage here. Why tachyon lance or giga cannon (or kinetic) over arc emitter? Holycannoli Mar 30, 2020 Jump to latest Follow Reply Once you get focused arc emitter and cloud lightning I don't see a reason to use. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. That probably depends on the Crisis strength; I had a completely opposite experience, with a perk-enabled 500k fleet losing 7-10% FP in every fight vs a single 350k Prethoryn fleet. In singleplayer you can just mass these, the AI will never counter them. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. Arc needs to do 13200 to kill. 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. Please note that I am rounding numbers, and ignoring carry over damage here. For the record, I don't think yours is either -- arc emitters are pretty garbage and don't actually have any AoE effect (unless changed by Clarke). Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. I can't really put my finger on why. The competitor to the Arc Emitter here is the Tachyon Lance. 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. Its just coz i dislike firepower specialized vs armor if tachyon is taken, GigaC has balance assets its more flagrant. Please note that I am rounding numbers, and ignoring carry over damage here. Tachyon destroyers were fun and all, but my fondest memories were for the full tachyon battleships. Please note that I am rounding numbers, and ignoring carry over damage here. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. Also, since they all have a cool down of approximately 8 ticks, average. The tachyon lance does 15. But I was surprised how terrible it was against Fallen Empires and just normal AIs. Please note that I am rounding numbers, and ignoring carry over damage here. If it behaves like I'm thinking it will, giga cannons will continually change to the highest shielded targets while tachyon focuses fire on the most vulnerable ships. Also, since they all have a cool down of approximately 8 ticks, average. Thus we can expect a Revenant to die for every 5 Arc Emitters. I can't really put my finger on why. Generically I either run with: Tachyon Lance + 4x KA. x playthroughs. With the change to Neutron Launchers, the. For PVP the Tachyon lance is king so I don't use anything else. Since we're building artillery we are going to want L slots, so for the middle section you'd choose the. Also, since they all have a cool down of approximately 8 ticks, average. I use soley this as soon as I can get it - it kills EVERYTHING. So having it in the base game would do wonders. Also, since they all have a cool down of approximately 8 ticks, average. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. See above. KA are long range and each 1/3 of a Gigacannon in firepower. I feel that they are insignificant to the equation. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. Please note that I am rounding numbers, and ignoring carry over damage here. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Arc emitter battleships (lategame after tons of repeatables and/or vs endgame crises or awakened empires), tachyon lance + kinetic artillery battleships are the other optimal ship setups. I can't really put my finger on why. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I feel that they are insignificant to the equation. The tachyon has 90% armor pen, and -33% shield damage. Go to Stellaris r/Stellaris. PD destroyers with neutron launchers and pd lasers. The Shadow Rose. I can't really put my finger on why. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. RP Flavor Satisfaction. Please note that I am rounding numbers, and ignoring carry over damage here. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. From what I can tell, the actual difference is difficult to observe. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Let's speak with number, Arc Emitters can deal 105. I use soley this as soon as I can get it - it kills EVERYTHING. Pd corvettes provide strategic mobility to the fleet. In singleplayer you can just mass these, the AI will never counter them. What does work against them is a few things: outranging them with traditional BS (tachyon/KA/neutron) is good. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. It's also why Autocannons are shit. Artillery Battleships (1X + 3L + 1L): Tachyon Lance and Neutron Launchers. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Go to Stellaris r/Stellaris. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could fire 10 shots with two-digit damage values. Cruisers with after burners can zip around a lot faster and are cost effective. I tested out different loadouts, including full plasma / tachyon and a carrier mix, and, in around a couple dozen fights, I would always lose at least ~7%. Please note that I am rounding numbers, and ignoring carry over damage here. I don't play multiplayer. I can't really put my finger on why. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. But till them, your plan is good. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Please note that I am rounding numbers, and ignoring carry over damage here. Pd corvettes with disruptors and pd lasers, and afterburners. I feel that they are insignificant to the equation. The focused arc emitter does 11. Let's speak with number, Arc Emitters can deal 105. The arc emitters and cloud lightning can be replaced with pure anti-armor/hull weapons - tachyon lances and neutron launchers are ideal, and will always be hitting for bonus damage. I feel that they are insignificant to the equation. I can't really put my finger on why. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. . I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Business, Economics, and Finance. 1/3 battleships are carrier with Tachyon lance, PD, Missiles (S), then I take the x2M stern. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. If you go with the Giga Cannon, back it up with Neutron Launchers. Business, Economics, and Finance. destroyers, but destroyers can't get anywhere near as much evasion as corvettes. 1 Overview 2 Energy weapons 2. I can't really put my finger on why. I feel that they are insignificant to the equation. I can't really put my finger on why. I feel that they are insignificant to the equation. These are the 2 weapons in the game with a +100% vs armor bonus. bonus damage weights on health types, and slot efficiency, tachyon lance is by far the best weapon in the entire game. Also, since they all have a cool down of approximately 8 ticks, average. Scourge have heavy armor and health, so they should be handled using Tachyon Lance + Neutron Launchers. Focused Arc Emitter and four T4+ L-slot penetrators take 31. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. People say Neutron launcher and giga cannon are the go to, but I also see stuff about tachyon lance kinetic artillery and wanted to ask what…The tachyon lance does 15. I feel that they are insignificant to the equation. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. The tachyon lance does 15. Join. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I used carrier mount. I feel that they are insignificant to the equation. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I can't really put my finger on why. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 3 rolled out with a major combat rework. Also a question, does the arc emitter benefit from energy weapons research? If so, it becomes even more powerful late game, while hull always. 90 vs Queen, 20. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I can't really put my finger on why. I wanted 2 tachyons vs Giga in same test (Plasma with tachyon & MD with GigaC in 2nd test), but not important. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The giga has 50% armor pen, and an extra 33% shield damage. I feel that they are insignificant to the equation. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Today i'll write about them for two reasons: 1. 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. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. ③ ⮇ Tachyon Lances (Particles) : Tachyon Lance ② Disruptors (Particles ) : Small/Medium/Large Disruptor. I can't really put my finger on why. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. Also, since they all have a cool down of approximately 8 ticks, average. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. The tachyon has 90% armor pen,. I can't really put my finger on why. Very little reason to use anything else once you have full tech access)Battleships with Giga cannon +4x neutron launchers or Tachyon lance + 4x kinetic arty. Tachyon lances have (as far as I know) the lowest accuracy of the XL weaponry and a -33% shield damage debuff, but also a massive 90% ignored armor bonus. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. The reason arc emitters/focused arc emitters (which deal 105 dps) paired with other penetration weapons are so good is that there's no repeatable technology to increase ship hull. Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. If they do use Arc. I feel that they are insignificant to the equation. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. . I feel that they are insignificant to the equation. 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. This page was last edited on 14 October 2017, at 11:50. 1 Laser 2. 2. About 1. Let's take another Battleship, one with the perfect weapons to counter this design. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. 3 and was established from the information provided in this meta-tech. Disruptor tech always gave me a "psionics" impression over "exotic research": randomized damage, short range, and ignoring most defenses are all things that strike me as. Tachyon Lance + 4 Neutron Launchers, Tacyon Lance + 3 Neutron Launchers + 1 Null Void Beam, Focused Arc Emitter + 4 Neutron Launchers, and Focused Arc Emitter + 4 Cloud Lightning. But arc emitter carriers slot nicely with missile cruisers. Please note that I am rounding numbers, and ignoring carry over damage here. If you're fighting a crisis on x10 or x25 the enemies have ridiculously high shields/armor, for example in my current game a scourge ship has 960000 armor and. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here.