stellaris arc emitter vs tachyon lance. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. stellaris arc emitter vs tachyon lance

 
I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitterstellaris arc emitter vs tachyon lance  Also, since they all have a cool down of approximately 8 ticks, average

NK_2024 Collective Consciousness • 3 yr. Because the Scourge don't use Shielding, the Tachyon Lance just rips right through them with far greater efficiency than the Focused Arc Emitter. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. Please note that I am rounding numbers, and ignoring carry over damage here. On the dominance of Arc Emitters. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I feel that they are insignificant to the equation. I can't really put my finger on why. 57 days; Focused Arc Emitter takes 28. 19 Following. 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. Also, since they all have a cool down of approximately 8 ticks, average. 08 damage per day. Destroyers are. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Energy weapons are so strong against Armor and Hull that they offset the shield penalty completely when fighting normal empires. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian. But I was surprised how terrible it was against Fallen Empires and just normal AIs. As shield hardener counters penetrator weapons. 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. 1. I wanted 2 tachyons vs Giga in same test (Plasma with tachyon & MD with GigaC in 2nd test), but not important. Tachyon Lance's have stickier targeting, if I recall correctly. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. 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. Alternatively Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers is also a good design. These are the 2 weapons in the game with a +100% vs armor bonus. Tachyon Lance and Kinetic Artillery carry the day. Toggle signature. With the change to Neutron Launchers, the. Also, since they all have a cool down of approximately 8 ticks, average. 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. 4 Lance 2. Business, Economics, and Finance. Also, since they all have a cool down of approximately 8 ticks, average. 1. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. . The more you use, the less you lose. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 75 DPD respectively. This page was last edited on 6 April 2018, at 21:58. 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. One of my favorite games remains the one in which I saved the galaxy from the Prethoryn Swarm single-handedly after they had eaten about two-fifths of the galaxy using a massive fleet of tachyon battleships rolling from system to system, saving. I can't really put my finger on why. 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. While the Tachyon Lance does have some nice damage. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. Please note that I am rounding numbers, and ignoring carry over damage here. Currently penetrator weapons in general are king, if not countered. Please note that I am rounding numbers, and ignoring carry over damage here. 58 days against the same Battleship above; Giga Cannon takes 27. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. 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. 60sec. Arc Emitters I'm pretty sure. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Precursor Clone, is based "loosely" on a load-out used by some of the Fallen Empires. CryptoI usually give them pure energy weapons (Tachyon Lances, Neutron Launchers, and Lasers). 1. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 2 DiscordDraconequus • 5 yr. Honestly I prefer the Tachyon Lance just for the "Macross" feels. I can't really put my finger on why. 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. 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. dmg Tachyon Lances: 85-232 dmg |. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. 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'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. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. . I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. PD destroyers with neutron launchers and pd lasers. Also, since they all have a cool down of approximately 8 ticks, average. About 1. 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. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. . Currently penetrator weapons in general are king, if not countered. Go to Stellaris r/Stellaris. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. There is only one type of beam, not like with the extra large weapons for the battleships (tachyon lance, ocused arc emitter and giga canon) #11. Things are changing in the next update, and right now it seems like the Tachyon Lance is going to be the strongest. Likes. Please note that I am rounding numbers, and ignoring carry over damage here. The Tachyon Lance deals. I can't really put my finger on why. 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. 12 votes, 23 comments. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. . 1) Tachyons have signifantly more raw dps then arc emitters : 24. I feel that they are insignificant to the equation. One way to get them early is by pure luck. 0 days you've must still remember the tachyon lance battleship fleet annihilating everything at its wake. So even a complete newbie can beat the auto-designer just by using those OP weapons everywhere they can (which are: Tachyon Lance, Giga Cannon, Focused Arc Emitter, Neutron Launcher, Kinetic Artillery, Advanced Strike Craft, and Devastator Torpedoes. I feel that they are insignificant to the equation. 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. The arc emitters and cloud lightning can be replaced with pure anti-armor/hull weapons - tachyon lances and neutron launchers are ideal, and will always be hitting for bonus damage. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. destroyers, but destroyers can't get anywhere near as much evasion as corvettes. Yeah, there is no sound in space, but I don't think that any stellaris palyer casres about that. Range isn't really even relevant anyway, it'll give you maybe two shots before anything else closes to combat range (and more often one), and those will splash on shields because you haven't gotten the anti-shield weapons into action yet. Against Battleships, Arc Emitters suck. #8. 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. Tweets. 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. I feel that they are insignificant to the equation. . Also, since they all have a cool down of approximately 8 ticks, average. I read somewhere that people were debating which one to get. In a pinch the Null Void Beam can be used if you aren't teching into kinetic weapons, but it is very weak. So having it in the base game would do wonders. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. Use swarm computer and Afterburner. The tachyon has 90% armor pen, and -33% shield damage. 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). This range is just barely longer than Tachyon Lance / Neutron Torpedo / Arc Emitter range, which means carriers can't have a much longer effective range since they must still be 'in battle' to launch. ③ Arc Emitters 45->56. I feel that they are insignificant to the equation. Lance equipped ships have smaller hits against shields and huge hits against hulls. I can't really put my finger on why. The tachyon lance does 15. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 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. 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. I feel that they are insignificant to the equation. So don't worry if you cannot get the Giga Cannon tech unlocked. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. 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'm shocked by. I can't really put my finger on why. In a space storm, Tachyon Lance just murders things. I can't really put my finger on why. CryptoNow vs shields a Tlance does 80% damage. The BB is spinal bow, artillery core filled with kinetic artillery and the artillery stern with more kinetic artillery. 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. yeah arc emitters are also ok vs. I feel that they are insignificant to the equation. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. Torpedo equipped corvettes specifically. เข้าสู่ระบบ ร้านค้าThat's also why Tachyon Lance is better than Giga Canon and why Neutron Launcher is better than Kinetic Artillery. I feel that they are insignificant to the equation. Low Armor Targets: Arc Emitters (Lance bonus inefficient) Destroyers and Corvettes are completely a waste of money if you add a decent amount of arc emitters, as with their 100% hit rate and shield penetration (better than lances) they are perfect against ships whose primary defense mechanism is shields + evasion. Business, Economics, and Finance. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. lances are now basically double size, double damage plasma cannons with extra range. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. Arc emitters + neutron launchers > the rest. So in ideal Gigacannon situation, Arc remains close. As shield hardener counters penetrator weapons. At first I was excited, but as time passed by I started noticing the large flaws in the new combat system. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. It has a maintenance of 0. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. Please note that I am rounding numbers, and ignoring carry over damage here. Tachyon Lance: 5. ; About Stellaris Wiki; Mobile view Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 350 /r/starsector, 2022-05-13, 07:37:24 Tachyon Lance. I feel that they are insignificant to the equation. In comparison to the other 2 spinal weapons, the mega cannon and the arc emitter, it's the weakest in my opinion. ago. 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. For this test, my fleet cap was 43, so I could support 86 naked corvettes (twice my fleet cap) for 86 * 0. On 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. 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. 0 unless otherwise noted. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could fire 10 shots with two-digit damage values. 1 giga cannon, 2 artillery, the rest some kind of laser. The focused arc has 100% armor pen and 100% shield pen. Tachyon Lance battleships with neutron launchers absolutely shred the scourge. 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. 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. RP Flavor Satisfaction. I can't really put my finger on why. Not sure of the current state. 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 article is for the PC version of Stellaris only. 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 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. Also, since they all have a cool down of approximately 8 ticks, average. Auto-best is not good, it frequently makes completely nonsensical design decisions. 2. I can't really put my finger on why. There are 3 possible X-slot choices at their most highly upgraded versions, and the Juggernauts can equip two X-slot weapons on a ship (including both the same or two different ones). 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 Hangar bow and Broadside stern are incredibly underpowered. 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. 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. Why tachyon lance or giga cannon (or kinetic) over arc emitter? Holycannoli Mar 30, 2020 Jump to latest Follow Reply Once you get focused arc emitter and cloud lightning I don't see a reason to use. I can't really put my finger on why. ago. Small ships got faster with higher evasion. I can't really put my finger on why. The tachyon has 90% armor pen, and -33% shield damage. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. 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. Tweets & replies. In singleplayer you can just mass these, the AI will never counter them. Also, since they all have a cool down of approximately 8 ticks, average. The tachyon has 90% armor pen,. Still better than the Arc Emitter under all conditions. Also, since they all have a cool down of approximately 8 ticks, average. 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 can't really put my finger on why. I read somewhere that people were debating which one to get. X slot artillery battle ship. 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 can't really put my finger on why. It stunk. 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. Forget shields since strikecrafts ignore it. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Pforshag • 5 yr. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. . 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, Tachyon Lance, and Giga Cannon are all amazing in the X slot, and Neutron Launchers and Kinetic Artillery are great in L-slots. Also, since they all have a cool down of approximately 8 ticks, average. Arc Emitter + Cloud Lightning is the combo. I feel that they are insignificant to the equation. 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. even if. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. Like, in a vacuum against the Prethoryn it's roughly 5% worse than the Tachyon Lance, which is ridiculous because the Prethoryn are the best case scenario for Lance. If you're just trying to kill the Prethoryn, I'd use spinal mount/carrier/artillery battleships and load up on strike craft. ago. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. 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 generally use artillery Titans with the nanobot cloud aura. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. In fact, the only +% hull bonuses out there come from being a Devouring Swarm or possibly a relic. I feel that they are insignificant to the equation. 5. The last sentence is basically the Stellaris meta. Also, since they all have a cool down of approximately 8 ticks, average. They have a million fleet and a 300k fleet vs my combined fleet of 573k. 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. Crypto HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Arc needs to do 13200 to kill. 3. For instance, the Tachyon Lance + 4 Neutron Launcher Battleship design is terrible against Shields, but it has the lowest research cost of any max-tech Battleship design so you can field it much earlier and just brute force your way through shielding (also this design is terrifying during a space storm that disables shields). 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. In singleplayer you can just mass these, the AI will never counter them. Gigacannon needs to do 12600 to kill. I feel that they are insignificant to the equation. 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. 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. Havroth • 7 yr. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 75. 1 Anti-Armor 2. . I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. Focused Arc Emitter and four T4+ L-slot penetrators take 31. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I included Tachyon Lances and Focused Arc Emitters - XL slot-only weapons - because I wanted to see the. 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. Apr 1, 2018 @ 11:14pm. CryptoHP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. I can't really put my finger on why. If you've been playing stellaris since its 1. Smaller craft and more corvettes in enemy fleet shifts weight heavily toward line. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. The Focused Arc Emitter is the weird one here. I feel that they are insignificant to the equation. 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). Media. Thus we can expect a Revenant to die for every 5 Arc Emitters. Please note that I am rounding numbers, and ignoring carry over damage here. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Also, since they all have a cool down of approximately 8 ticks, average. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. Tachyon LanceFocused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Ditch the Tachyon lance unless you're going up against Prethoryn. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. I feel that they are insignificant to the equation. 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. So you slot on either an arc emitter or a tachyon lance, and then from there you look at what the other ship sections can offer you. . Let's take another Battleship, one with the perfect weapons to counter this design. 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. The BB lancer and BB carrier mix is what I tried first when I dropped all my DDs and CAs. I can't really put my finger on why. And it's true strike craft are buggy. They never miss and wholly bypass armour and shields. I feel that they are insignificant to the equation. 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. Technology. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. You use a Shield Dampener Titan and just power through your downsides. Please note that I am rounding numbers, and ignoring carry over damage here. 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). 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. 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. Also, since they all have a cool down of approximately 8 ticks, average. They ignore shields completly. 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. I want spac to shutter once the titan fires this beam. Business, Economics, and Finance. 25 ③ Tachyon Lances 35->43. I can't really put my finger on why. 0 unless otherwise noted. Mega cannons, not so much Terrain. Also, since they all have a cool down of approximately 8 ticks, average. 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. ; About Stellaris Wiki; Mobile viewStellaris. Also, since they all have a cool down of approximately 8 ticks, average. So that’s 2M damage per week. Also, since they all have a cool down of approximately 8 ticks, average. The cultist event chain lets you destroy an ancient shipyard at one point that's armed with particle lances. The choices amongst Tachyon Lance / Giga Cannon and Neutron Launcher / Kinetic Artillery are closer, as the FEs both armor and shields. Arc Emitters 20000: 4 Arc Emitter Battleships; Phase Disruptors; Base. Please note that I am rounding numbers, and ignoring carry over damage here. Ditch the Tachyon lance unless you're going up against Prethoryn. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. 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. This page was last edited on 14 October 2017, at 11:50. 83 and 148. The focused arc emitter does 11. So don't worry if you cannot get the Giga Cannon tech unlocked. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. Please note that I am rounding numbers, and ignoring carry over damage here. 1/3 battleships are carrier with Tachyon lance, PD, Missiles (S), then I take the x2M stern.