; About Stellaris Wiki; Mobile viewArc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Also, since they all have a cool down of approximately 8 ticks, average. The giga has 50% armor pen, and an extra 33% shield damage. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. I can't really put my finger on why. Given some 150hrs in Stellaris I'd rather see the combat AI take charge as soon as you move into a system gravity well. Arc Emitter, carrier aircraft and missiles to. 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. 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. I feel that they are insignificant to the equation. In singleplayer you can just mass these, the AI will never counter them. 1. I can't really put my finger on why. I can't really put my finger on why. 2. I feel that they are insignificant to the equation. I can't really put my finger on why. Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. 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. ago. Why tachyon lance or giga cannon (or kinetic) over arc emitter? Thread starter Holycannoli; Start date Mar 30, 2020;. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. 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. 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. 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. 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. Tachyon LanceFocused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 6 Tachyon Battleships - TL Plasma Cannon armor shields fire control 6 Giga Battleships - GC Kinetic Artillery armor shields fire control 6 Lightning Battleships - Arc Emitter Neutron Torpedo armor shields fire control. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. 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. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. But arc emitter carriers slot nicely with missile cruisers. You use a Shield Dampener Titan and just power through your downsides. I’ve been running some tests against 10x unbidden using a mix of 30-40 destroyers with disrupters and flak, 20ish cruisers with torpedoes, missiles and disrupters, and like 5 carrier battleships with arc emitters. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. 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. Today i'll write about them for two reasons: 1. Also, since they all have a cool down of approximately 8 ticks, average. 1 Follower. Hull is 3300. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. For this test, my fleet cap was 43, so I could support 86 naked corvettes (twice my fleet cap) for 86 * 0. I can't really put my finger on why. It seems like in every category the giga cannon (or whatever it's called), is better. Content is available under Attribution-ShareAlike 3. Then evasion got nerfed and neutron launcher battleships remained as king to. 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. Lance equipped ships have smaller hits against shields and huge hits against hulls. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. What do do with XL slots depends on whether your enemy has Shield Capacitors. I can't really put my finger on why. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Scourge have heavy armor and health, so they should be handled using Tachyon Lance + Neutron Launchers. Also, since they all have a cool down of approximately 8 ticks, average. The focused arc emitter does 11. They have the tracking to wreck corvette fleets and the shield/armor pen to wreck cruiser and BS fleets. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. This is where the giga cannon, tachyon lance, and the arc emitter come into play. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. More range, accuracy, rate of fire, damage, penetration. x (in Steam Workshop) (If you see my post in Stellaris Bug Report subforum analyzing a specific bug, it probably. 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. Kinetic Artillery synergizes with it. 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. Technology. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. Tachyon Lance/Kinetic Artillery or Giga Cannon/Neutron Launchers will get you pretty damn far even into the repeatables against normal AI empires. @Holycannoli I find Focused Arc Emitters actually are the best X slot. Lance equipped ships have smaller hits against shields and huge hits against hulls. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. So don't worry if you cannot get the Giga Cannon tech unlocked. Every few months or so, some well meaning but ultimately misguided fellow space tyrant comes here with a test showing us all how Tachyon + Neutron + Kinetic battleships beat Arc Emitter battleships, the logical conclusion of which of course is that you want those mixed artillery battleships absent any repeatables. These fleets seem to be punching way above their weight. Also, since they all have a cool down of approximately 8 ticks, average. The giga has 50% armor pen, and an extra 33% shield damage. Also, since they all have a cool down of approximately 8 ticks, average. ; About Stellaris Wiki; Mobile view While this is probably an exaggerated view of things, and Tachyon Lances are the best weapon overall, they are overrated. Please note that I am rounding numbers, and ignoring carry over damage here. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. Business, Economics, and Finance. Thus we can expect a Revenant to die for every 5 Arc Emitters. I can't really put my finger on why. Some people are saying that Arc emitters are better than Tachyon lances against FE but I haven't tested it myself. Same general principle. Please note that I am rounding numbers, and ignoring carry over damage here. 2. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. destroyers, but destroyers can't get anywhere near as much evasion as corvettes. 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. Carrier Battleship: always use the Spinal Mount bow and Artillery stern. I feel that they are insignificant to the equation. 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. 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. Focused Arc Emitter and four T4+ L-slot penetrators take 31. Also, since they all have a cool down of approximately 8 ticks, average. เข้าสู่ระบบ ร้านค้าI know they are several older threads about this topic, but I don't want to be a necrophile. I would mix in a couple carrier battleships as. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. Also, since they all have a cool down of approximately 8 ticks, average. 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. See above. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 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. Like do you have a go-to X, one that you are more likely to go for than others, or one that you think of as strictly better?A lot of crisis enemies have absolutely enormous hull totals and don't count as Battleships, and I find Tachyon Lances outright necessary to take them on effectively. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. You could go with the generic Corvette swarm (torps and disrupters), or you could go with Arc Emitters, Cloud Lightning, and Disrupters on your BBs. I feel that they are insignificant to the equation. I tried searching for mods, but found none up to date. . The advantage is constancy. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. I can't really put my finger on why. 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). Alternately, you can go for 2 lasers + flak cannon as your early ship design. In singleplayer you can just mass these, the AI will never counter them. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. This really benefits from the Shield Dampener aura, and to a lesser degree the Targeting Grid aura for better tracking as these weapons benefit massively from any accuracy-related buffs. 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. Join. I can't really put my finger on why. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. So unlike say Tachyon Lances that are equally fun to use in small and large fleets, Arc Emitters are definitely much more fun in large than small, as the variation in damage output is smoothed out that way. This gives up the immediate power on the first volley since the Kinetic Artillery have less range (so the Tachyon Lance's first volley will hit into shields) but it will have overall higher damage output over the course of the fight. 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. Content is available under Attribution-ShareAlike 3. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. So you slot on either an arc emitter or a tachyon lance, and then from there you look at what the other ship sections can offer you. This balances them out. Business, Economics, and Finance. . ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Pd corvettes provide strategic mobility to the fleet. The tachyon has 90% armor pen, and -33% shield damage. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. Torpedo equipped corvettes specifically. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Stellaris Tachyon Lance vs Giga Cannon vs Arc Emitter - And War Doctrine Analysis - YouTube The Real Combat Problem With Stellaris Right Now | Page 2 | Paradox Interactive Forums From the time when you could put tachyon lances on destroyers to literally filling your screen with corvettes : r/StellarisTachyon lances are (X) weapons, for spinal mount slots. Arc emitters are better. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Giga cannon could theoretically be good but underperforms in comparison to arc emmitters. Arc Emitters are great if you stack a fleet with them. 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. Against Battleships, Arc Emitters suck. conflare • Irenic Bureaucracy • 5 yr. Please note that I am rounding numbers, and ignoring carry over damage here. 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. 350 /r/starsector, 2022-05-13, 07:37:24 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. Also, since they all have a cool down of approximately 8 ticks, average. They're unlocked by having particle lance, which is the tier 1 version of the same weapon, and gamma lasers. 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. I love the lance weapon and used them throughout all my 1. It's Artillery Battleships, X+LLL+L slots. Their ships have no shields - lots of hp and armor, which energy weapons like plasma and lazer completely melts. Also, since they all have a cool down of approximately 8 ticks, average. I'd like to try and learn how to optimize each ship manually. Please note that I am rounding numbers, and ignoring carry over damage here. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. Please note that I am rounding numbers, and ignoring carry over damage here. ago. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. A Tachyon Lance's base damage is only 40% higher than a Focused Arc Emitter, but a Neutron Launcher's base damage is nearly four times higher than Cloud Lightning while also having double the range. 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. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. I feel that they are insignificant to the equation. Will do a test soon using shield hardeners on both the cruisers, and frigates. - 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. So if the enemy gets close to an all-big-gun fleet You can't shoot back. 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. I can't really put my finger on why. The focused arc emitter does 11. Also, since they all have a cool down of approximately 8 ticks, average. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. even if. So unlike say Tachyon Lances that are equally fun to use in small and large fleets, Arc Emitters are definitely much more fun in large than small, as the variation in damage output is smoothed out that way. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 14 days Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. 1 Overview 2 Energy weapons 2. I want spac to shutter once the titan fires this beam. But till them, your plan is good. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. A place to share content, ask questions and/or talk about the 4X grand strategy…Tacyon lance for the XL slot on battle ships but the mega cannons alright For a new game start with kinetic weapons grab basic lasers off dead pirates kenetic is most well rounded but end game your going to want plasma and lances. 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. I can't really put my finger on why. (Giga cannon, tachyon lance, arc emitter) and four L size weapons. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. 1. Generically I either run with: Tachyon Lance + 4x KA. It has a maintenance of 0. Design C: Arc Emitters and Cloud Lightning. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. If you can drone lasers work as a good plasma stand in early on so research mineing drone wreckage. The focused arc has 100% armor pen and 100% shield pen. Please note that I am rounding numbers, and ignoring carry over damage here. Sometimes I add Torpedo Corvettes ("CorG's"). 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. Mega cannons, not so much Terrain. The 30 power from my psi jump drives is negligible. If you are mostly against shields, use neutron torpedos. What does work against them is a few things: outranging them with traditional BS (tachyon/KA/neutron) is good. Destroyers are. Also, since they all have a cool down of approximately 8 ticks, average. Tachyon Lance's have stickier targeting, if I recall correctly. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Also, since they all have a cool down of approximately 8 ticks, average. 8. Honestly I prefer the Tachyon Lance just for the "Macross" feels. With the change to Neutron Launchers, the. Also, since they all have a cool down of approximately 8 ticks, average. Tachyon Lance battleships with neutron launchers absolutely shred the scourge. It does indicate that a health build is superior if you get the tech, though. So I might have Heavy A (kin) and Heavy B (kin) where the Battleships use kinetic, Heavy C (ca) where the Battleships are fighter carriers, or ones based on Arc Emitters or Lances. 58 days against the same Battleship above; Giga Cannon takes 27. Because the Scourge don't use Shielding, the Tachyon Lance just rips right through them with far greater efficiency than the Focused Arc Emitter. I feel that they are insignificant to the equation. Tachyon Lance: 5. Likes. I feel that they are insignificant to the equation. However, when it comes to the L-slot weapons it's a different story. Please note that I am rounding numbers, and ignoring carry over damage here. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. You also want to include Advanced Strike Craft in some of your Battleships (you don't need that many, just a few) because the Scourge primarily deal damage through Strike Craft and Missiles. Like, in a vacuum against the Prethoryn it's roughly 5% worse than the Tachyon Lance, which is ridiculous because the Prethoryn are the best case scenario for Lance. 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). I feel that they are insignificant to the equation. It shouldn't be Shroud-locked - reserve that for a special T4 Disruptor or something - but the last tier and the Arc Emitter should cost a tiny bit of Zro to put onto ships. So okay for only 2 tests with GC. ; About Stellaris Wiki; Mobile viewyeah arc emitters are also ok vs. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Generically I either run with: Tachyon Lance + 4x KA. 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. 01 vs 12. This really benefits from the Shield Dampener aura, and to a lesser degree the Targeting Grid aura for better tracking as these weapons benefit massively from any accuracy-related buffs. However the Arc Emitter can't miss, which does have value. 00 damage per day(DPD, on average), Giga Cannon and Tachyon Lance can deal 145. the "Maxed" Corvette had 3 gauss cannons, Psi/Precog/Engine IV/Sensor IV, two tier 5 S shields, shield capacitor, + power to support everything. I feel that they are insignificant to the equation. 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%. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. In singleplayer you can just mass these, the AI will never counter them. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 83 and 148. A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power. 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. 51 vs Swarm, 20. I feel that they are insignificant to the equation. Arc Emitters I'm pretty sure. Help you create the ultimate fleet. Please note that I am rounding numbers, and ignoring carry over damage here. 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. In a space storm, Tachyon Lance just murders things. Large weapons now have a minimum range. Also, since they all have a cool down of approximately 8 ticks, average. Arc needs to do 13200 to kill. I feel that they are insignificant to the equation. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. 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. But Arc can ignore shield and armor, which occupy nearly 2/3 hit point of one battleship. 75 DPD respectively. 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. Please note that I am rounding numbers, and ignoring carry over damage here. g. I included Tachyon Lances and Focused Arc Emitters - XL slot-only weapons - because I wanted to see the. With arc emitter the shield hardeners are definitely more important. Please note that I am rounding numbers, and ignoring carry over damage here. /4L battleships testing shows that contrary to common wisdom, line computer always > artillery computer in a battleship vs battleship scenario. Personally late game I just use Battleships with a Focused Arc Emitter, 2 Phase Disruptors, and 2 Plasma Cannons. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. Please note that I am rounding numbers, and ignoring carry over damage here. To balance Arc Emitters they should add hull point repeatables for late game research. I can't really put my finger on why. I would be curious to see how this fares against the Tachyon Lance + 4 Neutron Launcher ("Scourge killer" Battleship) or Focused Arc Emitter + 4 Neutron Launcher Battleship fleet that skips on the Kinetic tech path. bonus damage weights on health types, and slot efficiency, tachyon lance is by far the best weapon in the entire game. I can't really put my finger on why. I can't really put my finger on why. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Tachyon destroyers were fun and all, but my fondest memories were for the full tachyon battleships. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. If you go with the Tachyon Lance, back it up with a 50/50 mix of Neutron Launchers and Kinetic Artillery. Also, since they all have a cool down of approximately 8 ticks, average. What many forget is that damaging the hull directly reduces the attack effectiveness of the target by half of the damage taken: it's -50% effectiveness at 0 HP so -25% at half HP. Please note that I am rounding numbers, and ignoring carry over damage here. Please note that I am rounding numbers, and ignoring carry over damage here. Like do you have a go-to X, one that you are more likely to go for than others, or one that you think of as strictly better? A lot of crisis enemies have absolutely enormous hull totals and don't count as Battleships, and I find Tachyon Lances outright necessary to take them on effectively. Also, since they all have a cool down of approximately 8 ticks, average. Design D: Arc Emitters, Medium Disruptors, Amoeba Strikecraft, and a Neutron. 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. Content is available under Attribution-ShareAlike 3. 58 days against the same Battleship above; Giga Cannon takes 27. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It has a Tachyon Lance and 4 L-slot Plasma Throwers. At some point the devs invented the X(L) slot and changed some weapons, such as Tachyon Lance and Arc Emitter, to be X-only. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 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. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Arc emitter battleships do fine against the unbidden and the contingency. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Let's speak with number, Arc Emitters can deal 105. I can't really put my finger on why. 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. Dont remember how the cruisers fair against the crisis but the battleships do well. Smaller craft and more corvettes in enemy fleet shifts weight heavily toward line. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. Please note that I am rounding numbers, and ignoring carry over damage here. Have 3 50k fleets w/ like 40-50 disruptor corvettes, 15-20 torpedo/disruptor cruisers, and like 4 tachyon/artillery battleships, 4 arc emitter/hangar battleships and the dreadnought. It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian. Vs humans just gonna come down to who can counter the other better. I have all tech researched, so the choice is between the tachyon lance, focused arc emitter and the giga cannon. However, when it comes to the L-slot weapons it's a different story. 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. 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. It is cheap, effective, and is good against literally everything until you. Precursor Clone, is based "loosely" on a load-out used by some of the Fallen Empires. I feel that they are insignificant to the equation. Works surprisingly well, and if you wait for a space storm to attack you're completely unstoppable. Arc Emitters 20000: 4 Arc Emitter Battleships; Phase Disruptors; Base. Also, since they all have a cool down of approximately 8 ticks, average. If it behaves like I'm thinking it will, giga. Please note that I am rounding numbers, and ignoring carry over damage here. Please note that I am rounding numbers, and ignoring carry over damage here. Small ships got faster with higher evasion. The tachyon lance does 15. 1) Tachyons have signifantly more raw dps then arc emitters : 24. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. 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 480000 hull, Arc emitters can bypass that armor and. ago. I can't really put my finger on why. In singleplayer you can just mass these, the AI will never counter them. Then full armor slots with shield till out of power and rest armorFor the XL slot using anything other then focus arc emitter is dumb. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. 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. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. 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. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. Against a pure T6 armor fitted BS (which is impractical) the Tlance still deals 70% damage which is 175. This gives you a balance of anti-armor, and anti-shield weaponry. NK_2024 Collective Consciousness • 3 yr. I can't really put my finger on why. PD and flak are actually pretty good vs both shields and hull, they only struggle vs armor. Also, since they all have a cool down of approximately 8 ticks, average.