stellaris arc emitter vs tachyon lance. bonus damage weights on health types, and slot efficiency, tachyon lance is by far the best weapon in the entire game. stellaris arc emitter vs tachyon lance

 
 bonus damage weights on health types, and slot efficiency, tachyon lance is by far the best weapon in the entire gamestellaris arc emitter vs tachyon lance From experience, arc emitter and M disruptor BS is an amazing ship design at the end game

I can't really put my finger on why. 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. I can't really put my finger on why. You use a Shield Dampener Titan and just power through your downsides. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. Also, since they all have a cool down of approximately 8 ticks, average. In a pinch the Null Void Beam can be used if you aren't teching into kinetic weapons, but it is very weak. This gives you a balance of anti-armor, and anti-shield weaponry. These fleets seem to be punching way above their weight. Please note that I am rounding numbers, and ignoring carry over damage here. 1 giga cannon, 2 artillery, the rest some kind of laser. Also, since they all have a cool down of approximately 8 ticks, average. . 75 DPD respectively. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. But arc emitter carriers slot nicely with missile cruisers. 2 DiscordDraconequus • 5 yr. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. The more you use, the less you lose. But Arc can ignore shield and armor, which occupy nearly 2/3 hit. 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. Will do a test soon using shield hardeners on both the cruisers, and frigates. 12 votes, 23 comments. 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. I can't really put my finger on why. 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. Content is available under Attribution-ShareAlike 3. 2 patch pretty. Technology. They ignore shields completly. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. 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. Arc Emitter + Strike Craft is surprisingly decent, by the way. Also, since they all have a cool down of approximately 8 ticks, average. The penalty against armor isn't too bad. 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. I feel that they are insignificant to the equation. I can't really put my finger on why. 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. Against a pure T6 armor fitted BS (which is impractical) the Tlance still deals 70% damage which is 175. It's still going to be a bloodbath as FEs have very very good tech. 2 Hangers with Advanced Strikecraft, and 2 Neutron Launchers, as well as. From what I can tell, the actual difference is difficult to observe. Basically, the titans are there to provide an aura, carry some arc lightning, and occasionally do a bit of armor damage when they're lucky enough to get multiple hits on the small ships (which do have 44% evasion). The AI doesn't use enough Torpedoes, and will lose most of their Torpedo ships on approach to Arc Emitters and Missiles, and the remainder are picked off by the PD of the Carriers. 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. 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. They never miss and wholly bypass armour and shields. 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. The giga has 50% armor pen, and an extra 33% shield damage. If you're just trying to kill the Prethoryn, I'd use spinal mount/carrier/artillery battleships and load up on strike craft. My Stellaris Suggestions: Add. Please note that I am rounding numbers, and ignoring carry over damage here. 75. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Things are changing in the next update, and right now it seems like the Tachyon Lance is going to be the strongest. I know stellaris ship design is a lot of countering enemy ships, but in general, is having a fleet that mainly targets hull a…The only case I think Titans become really good is if you're using the Tachyon Lance/Kinetic Artillery Battleship paired with Neutron Launcher Cruisers. 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. When a Giga Cannon fires, it rips most of the health off that ship them switches target, you'll need someone else to clean up and finish that ship off. Also, since they all have a cool down of approximately 8 ticks, average. Alloy cost was equal, and the fleet strength of the corvettes was slightly higher as calculates by the game. CryptoI'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. Large weapons now have a minimum range. Help you create the ultimate fleet. They're good all around, the Focused Arc Emitter, while doing the least damage of all the XL weapons, it goes completely through Shields and Armor, on top of that it has 100% Tracking and Accuracy, so it cannot miss,. 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. And it's true strike craft are buggy. In singleplayer you can just mass these, the AI will never counter them. I can't really put my finger on why. Media. 57 days; Focused Arc Emitter takes 28. Honestly I prefer the Tachyon Lance just for the "Macross" feels. There are other compositions, for instance Focused Arc Emitter + Cloud Lightning or full anti-hull with Tachyon + Neutron, but those are more specialized. 60sec cooldown | 100% Acc. These fleets seem to be punching way above their weight. The BB is spinal bow, artillery core filled with kinetic artillery and the artillery stern with more kinetic artillery. But the penetration weapons DO scale off of energy weapon. Also, since they all have a cool down of approximately 8 ticks, average. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. and the Tachyon lance build already. 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. 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. Please note that I am rounding numbers, and ignoring carry over damage here. This is a less efficient design in general, but saves a huge amount of research. I tried searching for mods, but found none up to date. I can't really put my finger on why. @Holycannoli I find Focused Arc Emitters actually are the best X slot. With the change to Neutron Launchers, the. If they do use Arc. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. So don't worry if you cannot get the Giga Cannon tech unlocked. In a space storm, Tachyon Lance just murders things. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. 18 * 2 = 30. Let's speak with number, Arc Emitters can deal 105. One can tailor it a bit for Prethoryn/Hidden as needed. Also, since they all have a cool down of approximately 8 ticks, average. Design B: Neutrons and Focused Arc Emitters. 79 vs Warrior;. 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. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. Carrier chip. 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. With arc emitter the shield hardeners are definitely more important. Also, since they all have a cool down of approximately 8 ticks, average. 0 unless otherwise noted. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. 139. I can't really put my finger on why. 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. 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. I included Tachyon Lances and Focused Arc Emitters - XL slot-only weapons - because I wanted to see the. 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. But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes. Also, since they all have a cool down of approximately 8 ticks, average. I would mix in a couple carrier battleships as. Please note that I am rounding numbers, and ignoring carry over damage here. 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. 1. More range, accuracy, rate of fire, damage, penetration. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Focused Arc Emitter and four T4+ L-slot penetrators take 31. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). The advantage is constancy. 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. ; About Stellaris Wiki; Mobile viewStellaris. thee test between 2 giga opposed (one for plasma, one for MD) is okay. Precursor Clone, is based "loosely" on a load-out used by some of the Fallen Empires. 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. The cannon ignores something like 35% shield and 45% armor at 120 range. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. Also, since they all have a cool down of approximately 8 ticks, average. Also, since they all have a cool down of approximately 8 ticks, average. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. They're unlocked by having particle lance, which is the tier 1 version of the same weapon, and gamma lasers. I feel that they are insignificant to the equation. One can tailor it a bit for Prethoryn/Hidden as needed. Please note that I am rounding numbers, and ignoring carry over damage here. In a space storm, Tachyon Lance just murders things. But arc emitter carriers slot nicely with missile cruisers. 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. Please note that I am rounding numbers, and ignoring carry over damage here. The focused arc emitter does 11. . It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. You only want to. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Smaller craft and more corvettes in enemy fleet shifts weight heavily toward line. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. My Unofficial Patch to Stellaris 2. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic artillery) or S/M (Disruptor vs gamma laser/gauss cannon). 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. Also, since they all have a cool down of approximately 8 ticks, average. Arc needs to do 13200 to kill. 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. I can't really put my finger on why. Reply. At first I was excited, but as time passed by I started noticing the large flaws in the new combat system. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. CryptoI usually give them pure energy weapons (Tachyon Lances, Neutron Launchers, and Lasers). I can't really put my finger on why. I can't really put my finger on why. 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. 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. The last sentence is basically the Stellaris meta. 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. Content is available under Attribution-ShareAlike 3. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. Ditch the Tachyon lance unless you're going up against Prethoryn. CryptoI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 2. That leaves you with lances or arc. Thus we can expect a Revenant to die for every 5 Arc Emitters. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. So slower fleets with the wrong computers are helpless. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Also, since they all have a cool down of approximately 8 ticks, average. ago. Tachyon Lance and Kinetic Artillery carry the day. 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. Results were disappointingly inconclusive. Hull is 3300. Go for the Tachyon lance instead of 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. The focused arc has 100% armor pen and 100% shield pen. The choices amongst Tachyon Lance / Giga Cannon and Neutron Launcher / Kinetic Artillery are closer, as the FEs both armor and shields. 4L or 3L/L I. But I was surprised how terrible it was against Fallen Empires and just normal AIs. I feel that they are insignificant to the equation. Test 3: Your first battleship vs these. I can't really put my finger on why. Neutron Launchers do have longer ranges than Kinetic Artillery, however, so I'm not sure how well they mix together as they are weaker against the first line of defense (shields) but fire earlier (130 range vs. x (in Steam Workshop) (If you see my post in Stellaris Bug Report subforum analyzing a specific bug, it probably. I feel that they are insignificant to the equation. 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'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. เข้าสู่ระบบ ร้านค้าI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. I can't really put my finger on why. 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. Lance equipped ships have smaller hits against shields and huge hits against hulls. This page was last edited on 6 April 2018, at 21:58. Dont remember how the cruisers fair against the crisis but the battleships do well. Will do a test soon using shield. 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. The focused arc has 100% armor pen and 100% shield pen. The cultist event chain lets you destroy an ancient shipyard at one point that's armed with particle lances. 83 and 148. 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. 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. * I find the disruptor / arc emitter thing makes ME, only speaking for me, feel cheesy and un-fun. 75 DPD respectively. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Content is available under Attribution-ShareAlike 3. 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. I feel that they are insignificant to the equation. /4L battleships testing shows that contrary to common wisdom, line computer always > artillery computer in a battleship vs battleship scenario. 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. . I can't really put my finger on why. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. 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. This page was last edited on 14 October 2017, at 11:50. I can't really put my finger on why. Physics research. There are three artillery loadouts that I use. Generically I either run with: Tachyon Lance + 4x KA. 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. This leaves 200 damage where as the Arc Emitter deals 111 still. Business, Economics, and Finance. Yeah, there is no sound in space, but I don't think that any stellaris palyer casres about that. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. Artillery Battleships (1X + 3L + 1L): Tachyon Lance and Neutron Launchers. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. So if the enemy gets close to an all-big-gun fleet You can't shoot back. Giga Cannon got nerfed hard because the Neutron Launcher is no longer an L-slot weapon that can be placed on the same ship, and Focused Arc Emitter got nerfed since Armor and Shielding are now partially effective against it. So that’s 2M damage per week. 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 . 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 can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. ; About Stellaris Wiki; Mobile viewyeah arc emitters are also ok vs. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. What do do with XL slots depends on whether your enemy has Shield Capacitors. Content creator for strategy games, I love games from Paradox Interactive such as Stellaris, Hearts of Iron, Victoria. 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. I use soley this as soon as I can get it - it kills EVERYTHING. I actually do run Tachyon Lance + 4 Neutron Launchers quite a bit, not just skipping over the kinetic repeatables but never researching the kinetics at all. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. Let's take another Battleship, one with the perfect weapons to counter this design. Ditch the Tachyon lance unless you're going up against Prethoryn. Also, since they all have a cool down of approximately 8 ticks, average. I am kind of new to Stellaris and the new 2. Apr 1, 2018 @ 11:14pm. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. Carrier battleships can counter most anything. Australia Joined September 2022. . Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. I can't really put my finger on why. 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. I feel that they are insignificant to the equation. Definitely. PD and flak are actually pretty good vs both shields and hull, they only struggle vs armor. เข้าสู่ระบบ ร้านค้าThat's also why Tachyon Lance is better than Giga Canon and why Neutron Launcher is better than Kinetic Artillery. 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. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Also, since they all have a cool down of approximately 8 ticks, average. 1. Lances decimate armour, but are hopeless against shields. I love the lance weapon and used them throughout all my 1. The desire to outsmart the AI is satisfied as summarized above. . 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. Some people are saying that Arc emitters are better than Tachyon lances against FE but I haven't tested it myself. I use soley this as soon as I can get it - it kills EVERYTHING. 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. I can't really put my finger on why. even if they are stacked up to 50%. ③ Arc Emitters 45->56. 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. Also, since they all have a cool down of approximately 8 ticks, average. 3 rolled out with a major combat rework. I can't really put my finger on why. . Please note that I am rounding numbers, and ignoring carry over damage here. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I enjoy Distant Stars 2 & Civilization. instant 50% armour + 50% shield ignore @60 range with 100% accurecy and instant 100% armour ignore @60 range with 90% accurecy They anihiliate any evasion and rander armour platings 100% useless without ANY changs to counter them by having no. Also a question, does the arc emitter benefit from energy weapons research? If so, it becomes even more powerful late game, while hull always remain the same. I feel that they are insignificant to the equation. 23 votes, 22 comments. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. Pd corvettes provide strategic mobility to the fleet. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. This balances them out. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. 0 unless otherwise noted. Likes. 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. 83 and 148. . I can't really put my finger on why. 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. 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. So don't worry if you cannot get the Giga Cannon tech unlocked. Please note that I am rounding numbers, and ignoring carry over damage here. 51 vs Swarm, 20. Its anti-hull damage is about two and a half. I feel that they are insignificant to the equation. PD destroyers with neutron launchers and pd lasers. 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. NK_2024 Collective Consciousness • 3 yr. I have all tech researched, so the choice is between the tachyon lance, focused arc emitter and the giga cannon. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. 1 Anti-Armor 2. 6 changes. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. X slot artillery battle ship. Still better than the Arc Emitter under all conditions. Also, since they all have a cool down of approximately 8 ticks, average. Personally late game I just use Battleships with a Focused Arc Emitter, 2 Phase Disruptors, and 2 Plasma Cannons. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Also, since they all have a cool down of approximately 8 ticks, average. Currently penetrator weapons in general are king, if not countered. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. Please note that I am rounding numbers, and ignoring carry over damage here. 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). Focused arc emitter/carrier/whirlwind battleships are my go-to since I usually take them on that that tech level, it’s unfortunately not that much different vs starbases. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. CryptoLasers (Decent to good vs armor, ♥♥♥♥ vs shields) Disruptors (♥♥♥♥ vs armor, good vs shields) Holy Guardians: Titan Laser Arc Emitter (doesn't care about armor or shields) Plasma (Murder vs Armor, total ♥♥♥♥ vs shields) Missiles (Why are these hitting your ships at all?) Enigmatic Observers: Titan Laser Tachyon Lance LasersBusiness, Economics, and Finance. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. .