In fact, the only +% hull bonuses out there come from being a Devouring Swarm or possibly a relic. Also, since they all have a cool down of approximately 8 ticks, average. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. Which means that when a Tachyon Battleship picks a target, that target is going to die. Arc Emitter, carrier aircraft and missiles to. I can't really put my finger on why. mega-neur and tach-art-neur preformed equally, both killing the same amount of ships and in winning the same amount of engagements. The choices amongst Tachyon Lance / Giga Cannon and Neutron Launcher / Kinetic Artillery are closer, as the FEs both armor and shields. CryptoIt is corvette spam. If the target has LESS health than armor+shield, then ARC emitters are better, than Tachyon lance+null beam. 418K subscribers in the Stellaris community. I read somewhere that people were debating which one to get. 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. 3 and was established from the information provided in this meta-tech. ③ ⮇ Tachyon Lances (Particles) : Tachyon Lance ② Disruptors (Particles ) : Small/Medium/Large Disruptor. They never miss and wholly bypass armour and shields. You only want to. In singleplayer you can just mass these, the AI will never counter them. yeah arc emitters are also ok vs. 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 feel that they are insignificant to the equation. Australia Joined September 2022. 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. I feel that they are insignificant to the equation. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. * I find the disruptor / arc emitter thing makes ME, only speaking for me, feel cheesy and un-fun. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. Either arc emitter or Tachyon lance depending on your build and needs. 58 days against the same Battleship above; Giga Cannon takes 27. 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. It's also tenable to go with Tachyon Lance + 4 Neutron Launcher or Focused Arc Emitter + 4 Neutron Launcher, essentially neglecting kinetic weapons in order to save engineering research. 2. 0 unless otherwise noted. Contingency have low health but heavy shields and armor, so penetration works best. 1 Laser 2. Assuming they deal their full damage. I can't really put my finger on why. I can't really put my finger on why. Torpedo equipped corvettes specifically. 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. Alternately, you can go for 2 lasers + flak cannon as your early ship design. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. . Would be great to have a titan arc emitter or even kinetic weapon. Business, Economics, and Finance. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. Even with -50% shield for all weapons, a fleet of them is more than enough to strip shields with decent speed, although if you still find it lacking, swap out Tachyon Lance with Mega Cannon. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. 1 Overview 2 Energy weapons 2. Scanning the debris unlocks the research for you, so you can - note that this only applies pre-Heinlein - arm your destroyers with them. 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). Please note that I am rounding numbers, and ignoring carry over damage here. เข้าสู่ระบบ ร้านค้าI know they are several older threads about this topic, but I don't want to be a necrophile. 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 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%. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. But I was surprised how terrible it was against Fallen Empires and just normal AIs. Together, assuming all weapons hit and deal average damage, this will deal 464. Let's take another Battleship, one with the perfect weapons to counter this design. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Carrier battleships can counter most anything. Reply. It stunk. 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. 6 changes. They have the tracking to wreck corvette fleets and the shield/armor pen to wreck cruiser and BS fleets. 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. I can't really put my finger on why. Battleship: Tachyon Lance, 4 Neutron Launchers - Artillery Tactics 80 range Titan: Perdition beam, 6 Neutron Launchers - Artillery Tactics 80 range I got rid of all the missiles and tried straight plasma III's, but again hit rate was not so good, so I went back to stormfire + lasers, while keeping battleship and Titan the same. Against Battleships, Arc Emitters suck. 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. See above. 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. Cloaking added. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. They have a million fleet and a 300k fleet vs my combined fleet of 573k. I can't really put my finger on why. 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. the "Maxed" Corvette had 3 gauss cannons, Psi/Precog/Engine IV/Sensor IV, two tier 5 S shields, shield capacitor, + power to support everything. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. I can't really put my finger on why. Try for at least 2x their fleet power, more if you can afford it. #3. Join. Not sure of the current state. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. Arc Emitters 20000: 4 Arc Emitter Battleships; Phase Disruptors; Base. Please note that I am rounding numbers, and ignoring carry over damage here. The Lance also doesn't have minimum range (but the other L-weapons do). Also, since they all have a cool down of approximately 8 ticks, average. I tried searching for mods, but found none up to date. You use a Shield Dampener Titan and just power through your downsides. I can't really put my finger on why. 75 ③ Focused Arc Emitters 35->43. Lances decimate armour, but are hopeless against shields. Please note that I am rounding numbers, and ignoring carry over damage here. 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. 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. For the auxiliary slots i do afterburners. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. Also, since they all have a cool down of approximately 8 ticks, average. One could make and argument for sticking with Tachyon Lances even in MP because it allows you to forego the kinetic repeatables and focus the engineering repeatables solely on fighters. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. CryptoI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Currently penetrator weapons in general are king, if not countered. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. The Shadow Rose. For PVP the Tachyon lance is king so I don't use anything else. 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. 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. The focused arc has 100% armor pen and 100% shield pen. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. 00 damage per day(DPD, on average), Giga Cannon and Tachyon Lance can deal 145. 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). I recommend running brawler torpedo cruisers (torpedos/disruptors or torpedos/autocannons) and a 50/50 mix of carrier battleships (Focused Arc Emitter, Marauder Missles, PD, Strikecraft and Whirlwind Missiles) and artillery battleships (Tachyon Lance, Kinetic Artillery). I can't really put my finger on why. If they do use Arc. 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 + Neutron Launcher design is noteworthy for having the highest DPS of any ship design in the game, and just accepts a poor matchup. 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). So having it in the base game would do wonders. I feel that they are insignificant to the equation. 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 can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. But Arc can ignore shield and armor, which occupy nearly 2/3 hit point of one battleship. If you've been playing stellaris since its 1. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. 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. 3. I don't play multiplayer. 1 giga cannon, 2 artillery, the rest some kind of laser. 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. Please note that I am rounding numbers, and ignoring carry over damage here. 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. I'm shocked by. So if you're in a situation where the Shields are down it's absolutely crazy strong. This page was last edited on 6 April 2018, at 21:58. 350 /r/starsector, 2022-05-13, 07:37:24 Tachyon Lance. I can't really put my finger on why. Use two afterburners on Battleships. Also, since they all have a cool down of approximately 8 ticks, average. What do do with XL slots depends on whether your enemy has Shield Capacitors. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The Neutron Launcher and Tachyon Lance are the best anti-hull, while the Giga Cannon and Kinetic Artillery are the best anti-shield. r/Stellaris. Also, since they all have a cool down of approximately 8 ticks, average. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. I feel that they are insignificant to the equation. Hull is 3300. Also, since they all have a cool down of approximately 8 ticks, average. NK_2024 Collective Consciousness • 3 yr. The advantage is constancy. 2. - 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. Stellaris UI Suggestion: Stellaris UI Improvement (Planet UI and Build Queues) EU4 Suggestion: Improving Development: Development: Dynamic and Mana-based. In comparison to the other 2 spinal weapons, the mega cannon and the arc emitter, it's the weakest in my opinion. - neutron launchers can actually redeem themselves sometimes (except X slot weapons it's the best at taking down big ships at range, even with its massive weakness to shields, support it with whirlwinds to destroy ships smaller than cruisers, cruisers are pretty annoying at more than 50 range if you haven't got arc emitters or 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. Synergizes well with the Carriers core. 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. I feel that they are insignificant to the equation. I can't really put my finger on why. 1. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. Dunno why people are claiming otherwise. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. I can't really put my finger on why. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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. If you're just trying to kill the Prethoryn, I'd use spinal mount/carrier/artillery battleships and load up on strike craft. 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. Also, since they all have a cool down of approximately 8 ticks, average. CryptoI usually give them pure energy weapons (Tachyon Lances, Neutron Launchers, and Lasers). Also, since they all have a cool down of approximately 8 ticks, average. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. Also, since they all have a cool down of approximately 8 ticks, average. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. 4L or 3L/L I. 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. Focused Arc Emitter is very consistent in that it only cares about hull, and the only bad matchup for it is against Corvettes since its poor tracking is beaten by evasion. Given some 150hrs in Stellaris I'd rather see the combat AI take charge as soon as you move into a system gravity well. 96 minerals a month. Please note that I am rounding numbers, and ignoring carry over damage here. I generally use artillery Titans with the nanobot cloud aura. Its anti-hull damage is about two and a half. Pforshag • 5 yr. Also, since they all have a cool down of approximately 8 ticks, average. The tachyon has 90% armor pen, and -33% shield damage. 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. If you are mostly against shields, use neutron torpedos. 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. 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. If it behaves like I'm thinking it will, giga. 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. Works surprisingly well, and if you wait for a space storm to attack you're completely unstoppable. In order of my most to least favorite: Tachyon Lance + 4 Neutron Launchers: the pure energy route may sound weird at first since you have nothing for shields, but the DPS of these weapons is so high that you just melt through shields anyways and there are other advantages. I can't really put my finger on why. So that’s 2M damage per week. Also, since they all have a cool down of approximately 8 ticks, average. This is where the giga cannon, tachyon lance, and the arc emitter come into play. Hangar Core, Broadside Stern, line computer). 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 can't really put my finger on why. I enjoy Distant Stars 2 & Civilization. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 75. g. 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. เข้าสู่ระบบ ร้านค้าThat's also why Tachyon Lance is better than Giga Canon and why Neutron Launcher is better than Kinetic Artillery. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Please note that I am rounding numbers, and ignoring carry over damage here. lances have much better armor penetration. Tachyon Lance / Neutron Launcher battleships are a good design in general to complement AE/CL battleships, but they aren't particularly good against Corvettes and Destroyers since their weapons have bad tracking. 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. I feel that they are insignificant to the equation. 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. 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. 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. Engineering research. 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 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. 2 Anti-Hull 2. 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. 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. About 1. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. Please note that I am rounding numbers, and ignoring carry over damage here. dmg Tachyon Lances: 85-232 dmg |. Forget shields since strikecrafts ignore it. Go to Stellaris r/Stellaris. #2. 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. I included Tachyon Lances and Focused Arc Emitters - XL slot-only weapons - because I wanted to see the. Tachyon Lance/Kinetic Artillery or Giga Cannon/Neutron Launchers will get you pretty damn far even into the repeatables against normal AI empires. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Physics research. 0 days you've must still remember the tachyon lance battleship fleet annihilating everything at its wake. 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. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. 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. This is just not comparable. E. Cruisers with after burners can zip around a lot faster and are cost effective. Tachyon is the default, Arc Emitter can be slotted in when you have enough repeatables for them to start smashing shit up / if you face Unbidden and need to chew past the shields. Please note that I am rounding numbers, and ignoring carry over damage here. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. . CryptoNow vs shields a Tlance does 80% damage. 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. Business, Economics, and Finance. I feel that they are insignificant to the equation. Let's speak with number, Arc Emitters can deal 105. In singleplayer you can just mass these, the AI will never counter them. 5. 1. Also, since they all have a cool down of approximately 8 ticks, average. ago. I can't really put my finger on why. With the change to Neutron Launchers, the. The focused arc emitter does 11. Also, since they all have a cool down of approximately 8 ticks, average. This balances them out. 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. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. Please note that I am rounding numbers, and ignoring carry over damage here. Alternatively Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers is also a good design. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. conflare • Irenic Bureaucracy • 5 yr. เข้าสู่ระบบ ร้านค้าI'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. 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 can't really put my finger on why. 60sec cooldown | 100% Acc. Also, since they all have a cool down of approximately 8 ticks, average. Feb 25, 2018 @ 7:35am. 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. The focused arc has 100% armor pen and 100% shield pen. Carrier Battleship: always use the Spinal Mount bow and Artillery stern. thee test between 2 giga opposed (one for plasma, one for MD) is okay. Please note that I am rounding numbers, and ignoring carry over damage here. The focused arc emitter does 11. Please note that I am rounding numbers, and ignoring carry over damage here. One could make and argument for sticking with Tachyon Lances even in MP because it allows you to forego the kinetic repeatables and focus the engineering repeatables solely on fighters. 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 / 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. Please note that I am rounding numbers, and ignoring carry over damage here. and tachyon lance is only good against shieldless targets and as its range is high it is likely the first thing to fire along with instant travel means its guaranteed to be going straight into shields meaning a wasted shot off the bat, focus arc goes straight to hull, instant. I feel that they are insignificant to the equation. Tachyon Lance's have stickier targeting, if I recall correctly. ago. Also, since they all have a cool down of approximately 8 ticks, average. A more specialized Battleship that will do even better against starbases are Tachyon Lance + Kinetic Artillery. 4 Lance 2. Until Apocalypse expansion came out and battleship got nerfed, then spamming evasion corvettes became the meta. I feel that they are insignificant to the equation. 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. 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. I think at one point, early on, the late game "meta" was to fit a fuckton of Destroyers with a Tachyon Lance in their one L slot. Test 3: Your first battleship vs these. 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. Will do a test soon using shield. 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. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. 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 + 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. Currently penetrator weapons in general are king, if not countered. 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. . Alloy cost was equal, and the fleet strength of the corvettes was slightly higher as calculates by the game. 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. Perhaps put a Tachyon Lance instead of Giga Cannon on the Battleships, because 6x kinetic artillery and the cruiser autocannons are sufficient anti-shield damage. 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. NK_2024 Collective Consciousness • 3 yr. | 105 Range | 14. It's also why Autocannons are shit. I basically always utilize the X slot, even though there's probably some merit in trying all Heavy Lasers fit, especially after the 3. I can't really put my finger on why. I use soley this as soon as I can get it - it kills EVERYTHING. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 90 vs Queen, 20. Basically arc does 25% damage as shields are enough. Please note that I am rounding numbers, and ignoring carry over damage here. empire that was on the other side of the galaxy,between borders I couldn't get though,and because that was my second stellaris game. I can't really put my finger on why. • 15 days ago. 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. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. Results were disappointingly inconclusive. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. 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. Go to Stellaris r/Stellaris. I feel that they are insignificant to the equation. 5. I've mainly played Stellaris while using auto-best for my ships. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. Not having to tech into kinetic weapons. I feel that they are insignificant to the equation. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. 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. With the change to Neutron Launchers, the. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Physics research area comprises the fields: Computing, Field Manipulation and Particles. 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. I can't really put my finger on why. 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. Use swarm computer and Afterburner.