stellaris arc emitter vs tachyon lance. I can't really put my finger on why. stellaris arc emitter vs tachyon lance

 
 I can't really put my finger on whystellaris arc emitter vs tachyon lance  I can't really put my finger on why

I feel that they are insignificant to the equation. 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. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. I feel that they are insignificant to the equation. 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. This is just not comparable. 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. It has a Tachyon Lance and 4 L-slot Plasma Throwers. 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. ago. X- slot tachyon lance, 1 neutron launcher, and 3 kinetic batteries is your basic beat all artillery battleship. So don't worry if you cannot get the Giga Cannon tech unlocked. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). 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. Mega cannons, not so much Terrain. #3. Gigacannon needs to do 12600 to kill. Best. lances are now basically double size, double damage plasma cannons with extra range. 15. . Against shields, it has an effective 3x damage multiplier vs lances, which makes it a better first strike weapon vs any targets with shields. 00 damage per day(DPD, on average), Giga Cannon and Tachyon Lance can deal 145. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. I can't really put my finger on why. 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. Best weapon for the Prethoryn: definitely. 1. I feel that they are insignificant to the equation. 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. 1 Overview 2 Energy weapons 2. Test 3: Your first battleship vs these. @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. So in ideal Gigacannon situation, Arc remains close. 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. bonus damage weights on health types, and slot efficiency, tachyon lance is by far the best weapon in the entire game. I feel that they are insignificant to the equation. Arc Emitters are great if you stack a fleet with them. 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. In singleplayer you can just mass these, the AI will never counter them. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. Please note that I am rounding numbers, and ignoring carry over damage here. I 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. Tweets. 2 Ancient Cavitation Collapser 2. 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. 386. . Also, since they all have a cool down of approximately 8 ticks, average. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. 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. 1 giga cannon, 2 artillery, the rest some kind of laser. ago So I can't say I've fully mathed this out and my basis for this argument might be off, but here's why I prefer a balanced mix of Giga Cannons and. dmg Tachyon Lances: 85-232 dmg |. I can't really put my finger on why. 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. Focused Arc Emitter and four T4+ L-slot penetrators take 31. Tachyon Lances would win out against the Scourge due to them lacking shields, thus half the bonus of Arc Emitters is negated. See above. Please note that I am rounding numbers, and ignoring carry over damage here. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Please note that I am rounding numbers, and ignoring carry over damage here. 1 Laser 2. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. The focused arc emitter does 11. เข้าสู่ระบบ ร้านค้าThat's also why Tachyon Lance is better than Giga Canon and why Neutron Launcher is better than Kinetic Artillery. I’ve been running some tests against 10x unbidden using a mix of 30-40 destroyers with disrupters and flak, 20ish cruisers with torpedoes, missiles and disrupters, and like 5 carrier battleships with arc emitters. 2 Hangers with Advanced Strikecraft, and 2 Neutron Launchers, as well as. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. I feel that they are insignificant to the equation. One can tailor it a bit for Prethoryn/Hidden as needed. So okay for only 2 tests with GC. Please note that I am rounding numbers, and ignoring carry over damage here. CryptoI'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. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. This page was last edited on 6 April 2018, at 21:58. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. 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 Artillery Battleships, X+LLL+L slots. I've mainly played Stellaris while using auto-best for my ships. Also, since they all have a cool down of approximately 8 ticks, average. PD destroyers with neutron launchers and pd lasers. In fact, the only +% hull bonuses out there come from being a Devouring Swarm or possibly a relic. CryptoIt is corvette spam. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. Also, since they all have a cool down of approximately 8 ticks, average. 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 enjoy Distant Stars 2 & Civilization. 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). Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. Scanning the debris unlocks the research for you, so you can - note that this only applies pre-Heinlein - arm your destroyers with them. I feel that they are insignificant to the equation. 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. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Also, since they all have a cool down of approximately 8 ticks, average. The focused arc emitter does 11. The tachyon lance does 15. 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. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Business, Economics, and Finance. Please note that I am rounding numbers, and ignoring carry over damage here. X slot artillery battle ship. So in ideal Gigacannon situation, Arc remains close. I can't really put my finger on why. Feb 25, 2018 @ 7:35am. 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. 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. In comparison to the other 2 spinal weapons, the mega cannon and the arc emitter, it's the weakest in my opinion. 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. Let's speak with number, Arc Emitters can deal 105. Members Online. Arc Emitter + Strike Craft is surprisingly decent, by the way. 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. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. CryptoHP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. 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. Help you create the ultimate fleet. In a pinch the Null Void Beam can be. I feel that they are insignificant to the equation. 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. 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. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. I feel that they are insignificant to the equation. I can't really put my finger on why. The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. I can't really put my finger on why. I can't really put my finger on why. 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. I feel that they are insignificant to the equation. In singleplayer you can just mass these, the AI will never counter them. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. 90 vs Queen, 20. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Works pretty well against the ai. Design A: Neutrons and Tachyons. Try for at least 2x their fleet power, more if you can afford it. . If they do use Arc. To balance Arc Emitters they should add hull point repeatables for late game research. 75 DPD respectively. The focused arc has 100% armor pen and 100% shield pen. Also, since they all have a cool down of approximately 8 ticks, average. These fleets seem to be punching way above their weight. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could fire 10 shots with two-digit damage values. 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. Also, since they all have a cool down of approximately 8 ticks, average. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. 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. The desire to outsmart the AI is satisfied as summarized above. Please note that I am rounding numbers, and ignoring carry over damage here. I read somewhere that people were debating which one to get. Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. Also, since they all have a cool down of approximately 8 ticks, average. Please note that I am rounding numbers, and ignoring carry over damage here. . The giga has 50% armor pen, and an extra 33% shield damage. 2/3 armor 1/3 shield for all of their health stuff. 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. 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. Assuming they deal their full damage. Given some 150hrs in Stellaris I'd rather see the combat AI take charge as soon as you move into a system gravity well. Tachyon Lance battleships with neutron launchers absolutely shred the scourge. I feel that they are insignificant to the equation. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Artillery Battleships (1X + 3L + 1L): Tachyon Lance and Neutron Launchers. Please note that I am rounding numbers, and ignoring carry over damage here. Tachyon Lance’s Tweets. Arc Emitters I'm pretty sure. Also, since they all have a cool down of approximately 8 ticks, average. Australia Joined September 2022. Like its predecessor, its use is limited to battleships and titans. 418K subscribers in the Stellaris community. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. If you are bringing only a few the damage output of your present Arc Emitters can be everything from terrible to terrifying depending on luck. 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 been running some tests against 10x unbidden using a mix of 30-40 destroyers with disrupters and flak, 20ish cruisers with torpedoes, missiles and disrupters, and like 5 carrier battleships with arc emitters. 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 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. I used carrier mount. I'm shocked by. 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. Forget shields since strikecrafts ignore it. With the change to Neutron Launchers, the. I can't really put my finger on why. Content is available under Attribution-ShareAlike 3. r/Stellaris. Also, since they all have a cool down of approximately 8 ticks, average. | 105 Range | 14. The focused arc emitter does 11. Also, since they all have a cool down of approximately 8 ticks, average. In singleplayer you can just mass these, the AI will never counter them. 4L or 3L/L I. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 60sec cooldown | 100% Acc. 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. Also, since they all have a cool down of approximately 8 ticks, average. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. 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 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 feel that they are insignificant to the equation. What was the inspiration for the Unbidden? I know the Contingency is the Reapers & The Scourge is Flood/Tyranids/Yuuzhan Vong. 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. 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. 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. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. 2 DiscordDraconequus • 5 yr. ; About Stellaris Wiki; Mobile view While this is probably an exaggerated view of things, and Tachyon Lances are the best weapon overall, they are overrated. 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. 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). I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Tachyon, 4 Artillery (the usual meta build with energy/kinetic weapon types swapped) No need to test Giga+Artillery or Tachyon+Launchers. 5. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Don't bother with Kinetic designs. Also, since they all have a cool down of approximately 8 ticks, average. ; About Stellaris Wiki; Mobile viewArc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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. CryptoI usually give them pure energy weapons (Tachyon Lances, Neutron Launchers, and Lasers). Since we're building artillery we are going to want L slots, so for the middle section you'd choose the. I read somewhere that people were debating which one to get. Please note that I am rounding numbers, and ignoring carry over damage here. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. Also, since they all have a cool down of approximately 8 ticks, average. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Please note that I am rounding numbers, and ignoring carry over damage here. 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. 1 Anti-Armor 2. They're unlocked by having particle lance, which is the tier 1 version of the same weapon, and gamma lasers. Against Battleships, Arc Emitters suck. I feel that they are insignificant to the equation. I can't really put my finger on why. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. 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. 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. I feel that they are insignificant to the equation. So having it in the base game would do wonders. And then sending different ship formations against different enemies, depending on what they're using. Design C: Arc Emitters and Cloud Lightning. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. 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 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. KA are long range and each 1/3 of a Gigacannon in. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Technology. I feel that they are insignificant to the equation. Crypto HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Reply. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. The tachyon has 90% armor pen, and -33% shield damage. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Design B: Neutrons and Focused Arc Emitters. 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. 3 and was established from the information provided in this meta-tech. I feel that they are insignificant to the equation. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. 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. 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. Tachyon Lance: 5. If it behaves like I'm thinking it will, giga. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. I can't really put my finger on why. I can't really put my finger on why. The giga has 50% armor pen, and an extra 33% shield damage. One way to get them early is by pure luck. The focused arc emitter does 11. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Kinetic Artillery synergizes with it. Its anti-hull damage is about two and a half times higher than the Arc Emitter, and its anti-armor damage is even higher than that. I feel that they are insignificant to the equation. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 08 damage per day. They have a million fleet and a 300k fleet vs my combined fleet of 573k. I feel that they are insignificant to the equation. Against the regular AI empires, I think the Arc Emitter with Missiles and Hangars is the better approach since the AI loves Corvettes with very high evasion that are great at dodging Kinetic Artillery and Tachyon Lances. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Gray Tempest and the end game crisis and arc emitters are good enough vs AI trash and good vs stuff that matters. I feel that they are insignificant to the equation. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. The reason arc emitters/focused arc emitters (which deal 105 dps) paired with other penetration weapons are so good is that there's no repeatable technology to increase ship hull. I included Tachyon Lances and Focused Arc Emitters - XL slot-only weapons - because I wanted to see the. 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. 57 days; Focused Arc Emitter takes 28. It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. On the dominance of Arc Emitters. 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. I feel that they are insignificant to the equation. Use swarm computer and Afterburner. Content is available under Attribution-ShareAlike 3. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. 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. I can't really put my finger on why. Until Apocalypse expansion came out and battleship got nerfed, then spamming evasion corvettes became the meta. Also, since they all have a cool down of approximately 8 ticks, average. If you go with the Tachyon Lance, back it up with a 50/50 mix of Neutron Launchers and Kinetic Artillery. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. This page was last edited on 6 April 2018, at 21:58. Battleships can have crystal plating (the cheap stuff) and primitive engine/reactor/sensors. Hangar Core, Broadside Stern, line computer). 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. Pforshag • 5 yr. even if they are stacked up to 50%. Please note that I am rounding numbers, and ignoring carry over damage here.