stellaris arc emitter vs tachyon lance. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. stellaris arc emitter vs tachyon lance

 
 With 10% lower accuracy, it already loses in real DPS vs tachyon lancestellaris arc emitter vs tachyon lance  Please note that I am rounding numbers, and ignoring carry over damage here

So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. I feel that they are insignificant to the equation. . For this test, my fleet cap was 43, so I could support 86 naked corvettes (twice my fleet cap) for 86 * 0. 9, the best fleet layout against Contingency is currently pure battleship fleets armed with only Focused Arc Emitters and Cloud Lightning (or disruptors if you don't have that) AC/Torpedo corvettes only. Also, since they all have a cool down of approximately 8 ticks, average. This page was last edited on 6 April 2018, at 21:58. The advantage is constancy. I can't really put my finger on why. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Ditch the Tachyon lance unless you're going up against Prethoryn. เข้าสู่ระบบ ร้านค้าThat's also why Tachyon Lance is better than Giga Canon and why Neutron Launcher is better than Kinetic Artillery. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. 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. Regardless of their performance against balanced defenses, both of those designs can be hard countered by switching to all armor (vs Giga+Artillery) or all shields (vs Tachyon+Launchers). Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. Today i'll write about them for two reasons: 1. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Please note that I am rounding numbers, and ignoring carry over damage here. Cloud Lightning is underrated in 1. 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. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. 19 Following. 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. I can't really put my finger on why. 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. 51 vs Swarm, 20. Go to Stellaris r/Stellaris. 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). This is just not comparable. #2. Amongst the battleship based weapons in vanilla Stellaria, it seems that the Arc Emitter is over powered because it completely bypasses shields and…Either that or full on pierce damage with Arc Emitters and Cloud lightning, If normal AI empires are no longer a serious threat, go all pierce. . destroyers, but destroyers can't get anywhere near as much evasion as corvettes. Against shields, it has an effective 3x damage multiplier vs lances, which makes it a better first strike weapon vs any targets with shields. If it behaves like I'm thinking it will, giga. Pd corvettes with disruptors and pd lasers, and afterburners. Please note that I am rounding numbers, and ignoring carry over damage here. What does work against them is a few things: outranging them with traditional BS (tachyon/KA/neutron) is good. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. Try for at least 2x their fleet power, more if you can afford it. ③ ⮇ Tachyon Lances (Particles) : Tachyon Lance ② Disruptors (Particles ) : Small/Medium/Large Disruptor. 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. - 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. The tachyon lance does 15. 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. Stellaris Real-time strategy Strategy video game Gaming. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. 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 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. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. The giga has 50% armor pen, and an extra 33% shield damage. In singleplayer you can just mass these, the AI will never counter them. I feel that they are insignificant to the equation. 01 vs 12. Let's take another Battleship, one with the perfect weapons to counter this design. Also, since they all have a cool down of approximately 8 ticks, average. 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. Australia Joined September 2022. Auto-best is not good, it frequently makes completely nonsensical design decisions. I can't really put my finger on why. Lance equipped ships have smaller hits against shields and huge hits against hulls. I can't really put my finger on why. 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. The focused arc emitter does 11. The focused arc emitter does 11. 6 changes. About 1. Please note that I am rounding numbers, and ignoring carry over damage here. Toggle signature. 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). The arc emitter and cloud lightning BBs rip Fallen Empires apart. Kinetic Artillery synergizes with it. Business, Economics, and Finance. Because the Scourge don't use Shielding, the Tachyon Lance just rips right through them with far greater efficiency than the Focused Arc Emitter. For the auxiliary slots i do afterburners. 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. 83 and 148. 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. NK_2024 Collective Consciousness • 3 yr. 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). Hull is 3300. These fleets seem to be punching way above their weight. So, against contingency, the perdition beam is completely useless. Smaller craft and more corvettes in enemy fleet shifts weight heavily toward line. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. That probably depends on the Crisis strength; I had a completely opposite experience, with a perk-enabled 500k fleet losing 7-10% FP in every fight vs a single 350k Prethoryn fleet. In a pinch the Null Void Beam can be used if you aren't teching into kinetic weapons, but it is very weak. 1 giga cannon, 2 artillery, the rest some kind of laser. It has a Tachyon Lance and 4 L-slot Plasma Throwers. I somehow missed cloud lightning on my current game, so I'm running with giga-cannons and tachyon lances because otherwise my L slots are useless. Not sure of the current state. So in ideal Gigacannon situation, Arc remains close. And my frame rate just drops seeing the. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. 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. These are the 2 weapons in the game with a +100% vs armor bonus. I can't really put my finger on why. It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian. Please note that I am rounding numbers, and ignoring carry over damage here. 2. Tachyon Lance is particularly useful as an XL weapon because it doesn't have shield bonus so it focus fires at weakened targets (which Giga Cannon doesn't so much), but it also doesn't have shield piercing, which means that even if it fires at something that has a bit of shield it removes that shield and so that the next weapon that fires at it. If you are mostly against shields, use neutron torpedos. 12 votes, 23 comments. 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. Also, since they all have a cool down of approximately 8 ticks, average. I admit that I myself use Tachyon Lances instead of Arc Emitters simply because I like the look of them and for the anti-hull bonus making it easier to get outright kills rather than disengagements, but otherwise I use a similar build - Tachyon Lance + Carrier Core + Kinetic Artillery. Please note that I am rounding numbers, and ignoring carry over damage here. XL weapons target large ships first and large ships have lots of armor. Also, since they all have a cool down of approximately 8 ticks, average. Until Apocalypse expansion came out and battleship got nerfed, then spamming evasion corvettes became the meta. From experience, arc emitter and M disruptor BS is an amazing ship design at the end game. 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. Engineering research. Also, since they all have a cool down of approximately 8 ticks, average. However, when it comes to the L-slot weapons it's a different story. 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. . destroyers, but destroyers can't get anywhere near as much evasion as corvettes. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. But the penetration weapons DO scale off of energy weapon. I can't really put my finger on why. 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. 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. Honestly I prefer the Tachyon Lance just for the "Macross" feels. 1 Laser 2. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. I can't really put my finger on why. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. 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 can't really put my finger on why. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. They have a million fleet and a 300k fleet vs my combined fleet of 573k. 75 DPD respectively. 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. But arc emitter carriers slot nicely with missile cruisers. As shield hardener counters penetrator weapons. 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. 3. I feel that they are insignificant to the equation. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. 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. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Please note that I am rounding numbers, and ignoring carry over damage here. You use a Shield Dampener Titan and just power through your downsides. 75 DPD respectively. 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. Go for the Tachyon lance instead of arc emitter. I love the lance weapon and used them throughout all my 1. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. 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. If you go with the Tachyon Lance, back it up with a 50/50 mix of Neutron Launchers and Kinetic Artillery. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. This article is for the PC version of Stellaris only. Has no use against. 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. Will do a test soon using shield hardeners on both the cruisers, and frigates. 84 Avg. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. I feel that they are insignificant to the equation. With the change to Neutron Launchers, the. 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. Torpedoes are ok if your enemy doesn't use PD, Energy Torpedoes are great anti-shield, but suffer the same targeting problem that sees many others suffer. This guide is based on Stellaris 1. Foxtrot39I'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. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. 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. Join. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. Physics research area comprises the fields: Computing, Field Manipulation and Particles. I feel that they are insignificant to the equation. 350 /r/starsector, 2022-05-13, 07:37:24 Tachyon Lance. A more specialized Battleship that will do even better against starbases are Tachyon Lance + Kinetic Artillery. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Business, Economics, and Finance. 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 have all tech researched, so the choice is between the tachyon lance, focused arc emitter and the giga cannon. Also a question, does the arc emitter benefit from energy weapons research? If so, it becomes even more powerful late game, while hull always. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. PD destroyers with neutron launchers and pd lasers. Basically arc does 25% damage as shields are enough. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Please note that I am rounding numbers, and ignoring carry over damage here. About 1. I feel that they are insignificant to the equation. I've done the math and tests. There are other compositions, for instance Focused Arc Emitter + Cloud Lightning or full anti-hull with Tachyon + Neutron, but those are more specialized. 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 hull and very little shields or armor where you'd want the extra raw damage? My fleets. 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. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. I feel that they are insignificant to the equation. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. - 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. With arc emitter the shield hardeners are definitely more important. It's still going to be a bloodbath as FEs have very very good tech. 1/3 battleships are carrier with Tachyon lance, PD, Missiles (S), then I take the x2M stern. Pd corvettes provide strategic mobility to the fleet. Please note that I am rounding numbers, and ignoring carry over damage here. 2. Toggle signature. My Unofficial Patch to Stellaris 2. 1. It's Artillery Battleships, X+LLL+L slots. PD and flak are actually pretty good vs both shields and hull, they only struggle vs armor. Focused Arc Emitter and four T4+ L-slot penetrators take 31. I feel that they are insignificant to the equation. I can't really put my finger on why. My Stellaris Suggestions: Add. 1 Anti-Armor 2. I feel that they are insignificant to the equation. Chapters: 0:00 Intro 0:47 Ship designs 2:44 Results - Arc Emitters 3:20 Results - Tachyon Lance vs Gigacannon 6:00 War Doctrines 8:34 War Doctrine. Also, since they all have a cool down of approximately 8 ticks, average. Yeah, there is no sound in space, but I don't think that any stellaris palyer casres about that. The Hangar bow and Broadside stern are incredibly underpowered. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. I don't play multiplayer. Oct 31, 2017 @ 10:55am After trying out the focused arc emitters i can say they are far better then giga cannons and. I can't really put my finger on why. 15. This gives you a balance of anti-armor, and anti-shield weaponry. 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. Dont remember how the cruisers fair against the crisis but the battleships do well. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Arc Emitter + Strike Craft is surprisingly decent, by the way. I feel that they are insignificant to the equation. Focused Arc Emitter and four T4+ L-slot penetrators take 31. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Arc Emitter, carrier aircraft and missiles to. Well, Medium Gauss and Laser can be pushed far enough by 40% modifier (Gauss is 75 range, Laser is 60, Artillery AI stays at 80), but I'd still suggest Carrier over Hangar because 2 Medium guns can't match 1 Hangar bay in DPS while locking you to Artillery rather than Carrier AI. X slot artillery battle ship. 3 Plasma Launcher 2. 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 feel that they are insignificant to the equation. Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. Crypto HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. So having it in the base game would do wonders. Technology. The giga has 50% armor pen, and an extra 33% shield damage. I can't really put my finger on why. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. . 0 days you've must still remember the tachyon lance battleship fleet annihilating everything at its wake. #3. 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. . Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. If you go with the Giga Cannon, back it up with Neutron Launchers. I would mix in a couple carrier battleships as. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Physics research. 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. The tachyon has 90% armor pen,. Generically I either run with: Tachyon Lance + 4x KA. Tachyon Lance/Kinetic Artillery or Giga Cannon/Neutron Launchers will get you pretty damn far even into the repeatables against normal AI empires. 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. Tachyon Lance on YouTube made a few videos about missile cruisers and how strong missiles are right now because of how inadequate PD is against them. With arc emitter the shield hardeners are definitely more important. * I find the disruptor / arc emitter thing makes ME, only speaking for me, feel cheesy and un-fun. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. 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 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. Please note that I am rounding numbers, and ignoring carry over damage here. The math favours Lance when we add 4x NL - as we should - but the damage of Arc Emitters needs to be lowered by 30% or so if we are to have an X-weapon meta at all. 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. Arc needs to do 13200 to kill. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Design B: Neutrons and Focused Arc Emitters. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Lance equipped ships have smaller hits against shields and huge hits against hulls. 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. Havroth • 7 yr. Also, since they all have a cool down of approximately 8 ticks, average. Let's speak with number, Arc Emitters can deal 105. But arc emitter carriers slot nicely with missile cruisers. 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. I can't really put my finger on why. I feel that they are insignificant to the equation. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. Business, Economics, and Finance. I feel that they are insignificant to the equation. 2. I enjoy Distant Stars 2 & Civilization. Please note that I am rounding numbers, and ignoring carry over damage here. They used to be amazing a million patches ago, but today?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. ago. The focused arc has 100% armor pen and 100% shield pen. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. 5 and earlier you build carrier battleships with either a focused arc emitter or a tachyon lance (or ditch the slot, doesn’t matter much). I can't really put my finger on why. The Focused Arc Emitter is the weird one here. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 0 unless otherwise noted. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. I'm shocked by. If you are mostly against shields, use neutron torpedos. I feel that they are insignificant to the equation. Arc emitters + neutron launchers > the rest. Also, since they all have a cool down of approximately 8 ticks, average. 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. Numbers roughly add up. ago. 3 and was established from the information provided in this meta-tech. 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. (Giga cannon, tachyon lance, arc emitter) and four L size weapons. 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. Also, since they all have a cool down of approximately 8 ticks, average. Still better than the Arc Emitter under all conditions. 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 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%. Their ships have no shields - lots of hp and armor, which energy weapons like plasma and lazer completely melts. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. The focused arc emitter does 11. FE’s have strong shields and armor but only so-so hull, so Arc Emitter/Cloud Lightning BBs. 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. The tachyon lance does 15. The Shadow Rose. This range is just barely longer than Tachyon Lance / Neutron Torpedo / Arc Emitter range, which means carriers can't have a much longer effective range since they must still be 'in battle' to launch. I can't really put my finger on why. What was the inspiration for the Unbidden? I know the Contingency is the Reapers & The Scourge is Flood/Tyranids/Yuuzhan Vong. 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,. 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. Alloy cost was equal, and the fleet strength of the corvettes was slightly higher as calculates by the game. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Giga cannon could theoretically be good but underperforms in comparison to arc emmitters. 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. 96, and a cost of 322. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. And then sending different ship formations against different enemies, depending on what they're using. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. 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. Large weapons now have a minimum range. Carrier battleships can counter most anything. Generally better weapon matchups than other defenses; while it still has more unfavorable matchups than favorable ones, it only has really bad matchups against three weapons: Neutron Launchers and Tachyon Lance which deal large amounts of bonus damage, and Focused Arc Emitter which bypasses it entirely. 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. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why.