Stellaris arc emitter vs tachyon lance. With the change to Neutron Launchers, the. Stellaris arc emitter vs tachyon lance

 
 With the change to Neutron Launchers, theStellaris arc emitter vs tachyon lance  Likes

Also, since they all have a cool down of approximately 8 ticks, average. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. I tried searching for mods, but found none up to date. 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. 90 vs Queen, 20. Dunno why people are claiming otherwise. 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). Also, since they all have a cool down of approximately 8 ticks, average. . There are three artillery loadouts that I use. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. But arc emitter carriers slot nicely with missile cruisers. 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. Also, since they all have a cool down of approximately 8 ticks, average. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Also, since they all have a cool down of approximately 8 ticks, average. So don't worry if you cannot get the Giga Cannon tech unlocked. The competitor to the Arc Emitter here is the 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. I have so far wrecked everything with very few losses . Please note that I am rounding numbers, and ignoring carry over damage here. 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. 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. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. This article is for the PC version of Stellaris only. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 25 ③ Tachyon Lances 35->43. 1) Tachyons have signifantly more raw dps then arc emitters : 24. I can't really put my finger on why. Arc Emitter + Strike Craft is surprisingly decent, by the way. 418K subscribers in the Stellaris community. I want spac to shutter once the titan fires this beam. Arc needs to do 13200 to kill. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Toggle signature. Not sure of the current state. 57 days; Focused Arc Emitter takes 28. I can't really put my finger on why. CryptoIt is corvette spam. yeah arc emitters are also ok vs. Also, since they all have a cool down of approximately 8 ticks, average. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. Cloaking added. 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. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. I feel that they are insignificant to the equation. In singleplayer you can just mass these, the AI will never counter them. Please note that I am rounding numbers, and ignoring carry over damage here. Havroth • 7 yr. Focused Arc Emitter, Tachyon Lance, and Giga Cannon are all amazing in the X slot, and Neutron Launchers and Kinetic Artillery are great in L-slots. I've mainly played Stellaris while using auto-best for my ships. Use swarm computer and Afterburner. You use a Shield Dampener Titan and just power through your downsides. I can't really put my finger on why. Scourge have heavy armor and health, so they should be handled using Tachyon Lance + Neutron Launchers. - 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. 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. The Focused Arc Emitter is the weird one here. 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 can't really put my finger on why. 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 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. 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. 23 votes, 22 comments. Which means that when a Tachyon Battleship picks a target, that target is going to die. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. Because the Scourge don't use Shielding, the Tachyon Lance just rips right through them with far greater efficiency than the Focused Arc Emitter. 1 Follower. . Please note that I am rounding numbers, and ignoring carry over damage here. While the Tachyon Lance does have some nice damage. 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. I've been trying various energy weapon builds on my ships since Stellaris first came out (when the all Tachyon Lance/Focused Arc Emitter cruisers was the thing) and I think I found my favourite one so far: the void cloud lightning. The giga has 50% armor pen, and an extra 33% shield damage. The former sits in the back line and snipes with a tachyon lance, while the latter is a brawler with a. 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 used carrier mount. 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. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. I can't really put my finger on why. Business, Economics, and Finance. I read somewhere that people were debating which one to get. Auto-best is not good, it frequently makes completely nonsensical design decisions. Technology. I can't really put my finger on why. E. 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. Also, since they all have a cool down of approximately 8 ticks, average. XL weapons target large ships first and large ships have lots of armor. I wanted 2 tachyons vs Giga in same test (Plasma with tachyon & MD with GigaC in 2nd test), but not important. 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. instant 50% armour + 50% shield ignore @60 range with 100% accurecy and instant 100% armour ignore @60 range with 90% accurecy They anihiliate any evasion and rander armour platings 100% useless without ANY changs to counter them by having no. Also, 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. Arc Emitters I'm pretty sure. I feel that they are insignificant to the equation. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Against a pure T6 armor fitted BS (which is impractical) the Tlance still deals 70% damage which is 175. 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). It stunk. But Arc can ignore shield and armor, which occupy nearly 2/3 hit point of one battleship. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. 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 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. I feel that they are insignificant to the equation. And it's true strike craft are buggy. KA are long range and each 1/3 of a Gigacannon in firepower. Please note that I am rounding numbers, and ignoring carry over damage here. With arc emitter the shield hardeners are definitely more important. 83 and 148. Please note that I am rounding numbers, and ignoring carry over damage here. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. From experience, arc emitter and M disruptor BS is an amazing ship design at the end game. It's Artillery Battleships, X+LLL+L slots. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. I don't play multiplayer. If you go with the Giga Cannon, back it up with Neutron Launchers. I generally use artillery Titans with the nanobot cloud aura. Have 3 50k fleets w/ like 40-50 disruptor corvettes, 15-20 torpedo/disruptor cruisers, and like 4 tachyon/artillery battleships, 4 arc emitter/hangar battleships and the dreadnought. Please note that I am rounding numbers, and ignoring carry over damage here. Cruisers with after burners can zip around a lot faster and are cost effective. Please note that I am rounding numbers, and ignoring carry over damage here. In singleplayer you can just mass these, the AI will never counter them. Then evasion got nerfed and neutron launcher battleships remained as king to. I can't really put my finger on why. 0 unless otherwise noted. For the auxiliary slots i do afterburners. They ignore shields completly. Ditch the Tachyon lance unless you're going up against Prethoryn. . 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 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. Contingency have low health but heavy shields and armor, so penetration works best. 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. Saying that, Tachyon lances do way better against armor. Numbers roughly add up. In singleplayer you can just mass these, the AI will never counter them. Scanning the debris unlocks the research for you, so you can - note that this only applies pre-Heinlein - arm your destroyers with them. 5. 60sec cooldown | 100% Acc. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 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. 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. 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. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. As nonsensical as it would have seemed in 1. It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. But till them, your plan is good. 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. If you've been playing stellaris since its 1. 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. 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. Focused Arc Emitter and four T4+ L-slot penetrators take 31. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Business, Economics, and Finance. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Giga is worse then tachyon because it does less damage, scales off kinetic repeatables while both arc emitters and tachyon benefit from the same energy repeatables. Carrier battleships can counter most anything. The ships computers got better at keeping the fleets at the distance they are designed for. 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. This leaves 200 damage where as the Arc Emitter deals 111 still. 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. ; About Stellaris Wiki; Mobile viewyeah arc emitters are also ok vs. Cloud lightning is dirt cheap, but will not help in the alpha strike and it deals poor damage. 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. As shield hardener counters penetrator weapons. Carrier Battleship: always use the Spinal Mount bow and Artillery stern. Please note that I am rounding numbers, and ignoring carry over damage here. Given some 150hrs in Stellaris I'd rather see the combat AI take charge as soon as you move into a system gravity well. I feel that they are insignificant to the equation. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. On the dominance of Arc Emitters. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. . 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. Also, since they all have a cool down of approximately 8 ticks, average. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. I have all tech researched, so the choice is between the tachyon lance, focused arc emitter and the giga cannon. I feel that they are insignificant to the equation. Things are changing in the next update, and right now it seems like the Tachyon Lance is going to be the strongest. Content is available under Attribution-ShareAlike 3. Also, since they all have a cool down of approximately 8 ticks, average. Reply. 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). 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. Please note that I am rounding numbers, and ignoring carry over damage here. Destroyers are. 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. I feel that they are insignificant to the equation. But arc emitter carriers slot nicely with missile cruisers. 08 damage per day. 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. I can't really put my finger on why. 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. g. 57 days; Focused Arc Emitter takes 28. Please note that I am rounding numbers, and ignoring carry over damage here. 1 Overview 2 Energy weapons 2. 1. 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'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. 5. XL weapons target large ships first and large ships have lots of armor. So okay for only 2 tests with GC. Also, since they all have a cool down of approximately 8 ticks, average. This page was last edited on 14 October 2017, at 11:50. Please note that I am rounding numbers, and ignoring carry over damage here. 2. 0 unless otherwise noted. Result. 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. Its just coz i dislike firepower specialized vs armor if tachyon is taken, GigaC has balance assets its more flagrant. destroyers, but destroyers can't get anywhere near as much evasion as corvettes. 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. 2 Hangers with Advanced Strikecraft, and 2 Neutron Launchers, as well as. 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. I enjoy Distant Stars 2 & Civilization. tachyon lance + plasma cannon vs focused arc emitter + mining drone laser ? recently, i have successfully used the latter to quickly suppress prethoryns (one important condition was that they had to pop up far away and there were like two. I can't really put my finger on why. Tachyon LanceFocused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Mixing kinetic and energy is a bad idea because they’re different repeatables. 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. So having it in the base game would do wonders. 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. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. I can't really put my finger on why. The tachyon lance does 15. 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. Forget shields since strikecrafts ignore it. 51 vs Swarm, 20. /4L battleships testing shows that contrary to common wisdom, line computer always > artillery computer in a battleship vs battleship scenario. 386. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I can't really put my finger on why. I feel that they are insignificant to the equation. ago. Also, since they all have a cool down of approximately 8 ticks, average. ago. Design C: Arc Emitters and Cloud Lightning. In a space storm, Tachyon Lance just murders things. Let's speak with number, Arc Emitters can deal 105. Gigacannon needs to do 12600 to kill. The focused arc has 100% armor pen and 100% shield pen. The BB is spinal bow, artillery core filled with kinetic artillery and the artillery stern with more kinetic artillery. These fleets seem to be punching way above their weight. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Basically arc does 25% damage as shields are enough. ; 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. In singleplayer you can just mass these, the AI will never counter them. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. It has a maintenance of 0. Let's take another Battleship, one with the perfect weapons to counter this design. 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. 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. In singleplayer you can just mass these, the AI will never counter them. Like its predecessor, its use is limited to battleships and titans. The giga has 50% armor pen, and an extra 33% shield damage. From what I can tell, the actual difference is difficult to observe. Please note that I am rounding numbers, and ignoring carry over damage here. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. The last sentence is basically the Stellaris meta. That leaves you with lances or 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. I can't really put my finger on why. Use swarm computer and Afterburner. The focused arc emitter does 11. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Also, since they all have a cool down of approximately 8 ticks, average. Tachyon Lances would win out against the Scourge due to them lacking shields, thus half the bonus of Arc Emitters is negated. เข้าสู่ระบบ ร้านค้าI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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 feel that they are insignificant to the equation. So slower fleets with the wrong computers are helpless. 1 Anti-Armor 2. The BB lancer and BB carrier mix is what I tried first when I dropped all my DDs and CAs. 350 /r/starsector, 2022-05-13, 07:37:24 Tachyon Lance. 2. 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. 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. See above. 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. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. Also, since they all have a cool down of approximately 8 ticks, average. lances have much better armor penetration. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. lances are now basically double size, double damage plasma cannons with extra range. 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. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. I feel that they are insignificant to the equation. I can't really put my finger on why. It does indicate that a health build is superior if you get the tech, though. Likes. 75 DPD respectively. 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 feel that they are insignificant to the equation. 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. 1. Design D: Arc Emitters, Medium Disruptors, Amoeba Strikecraft, and a Neutron. Also, since they all have a cool down of approximately 8 ticks, average. 350 To balance Arc Emitters they should add hull point repeatables for late game research. 1. Please note that I am rounding numbers, and ignoring carry over damage here. 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. I can't really put my finger on why. I can't really put my finger on why. I use Arc Emitters which stack with the energy weapon damage repeatable, since it goes through shields and armor I don't really see any use for the Giga cannon and Tachyon lance. Go to Stellaris r/Stellaris. If you are mostly against shields, use neutron torpedos. 96 minerals a month. 0 unless otherwise noted. Also, since they all have a cool down of approximately 8 ticks, average. even if. 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). 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. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. The focused arc emitter does 11. 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. With the change to Neutron Launchers, the. I feel that they are insignificant to the equation. 6 changes. 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. I feel that they are insignificant to the equation. Currently penetrator weapons in general are king, if not countered. 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. The tachyon has 90% armor pen, and -33% shield damage. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. 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 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. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. 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. Australia Joined September 2022. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. Also, since they all have a cool down of approximately 8 ticks, average. The tachyon lance does 15.