Stellaris arc emitter vs tachyon lance. Contingency have low health but heavy shields and armor, so penetration works best. Stellaris arc emitter vs tachyon lance

 
 Contingency have low health but heavy shields and armor, so penetration works bestStellaris arc emitter vs tachyon lance  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

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. What many forget is that damaging the hull directly reduces the attack effectiveness of the target by half of the damage taken: it's -50% effectiveness at 0 HP so -25% at half HP. The focused arc emitter does 11. Cloud lightning is dirt cheap, but will not help in the alpha strike and it deals poor damage. Then evasion got nerfed and neutron launcher battleships remained as king to. Design B: Neutrons and Focused 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. X- slot tachyon lance, 1 neutron launcher, and 3 kinetic batteries is your basic beat all artillery battleship. Also, since they all have a cool down of approximately 8 ticks, average. 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. 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. Please note that I am rounding numbers, and ignoring carry over damage here. X slot artillery battle ship. ago. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. The lance currently ignores 90% of armor at a range of 100. dmg Tachyon Lances: 85-232 dmg |. The focused arc emitter does 11. It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. Perhaps put a Tachyon Lance instead of Giga Cannon on the Battleships, because 6x kinetic artillery and the cruiser autocannons are sufficient anti-shield damage. Alternatively Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers is also a good design. The focused arc emitter does 11. I feel that they are insignificant to the equation. * I find the disruptor / arc emitter thing makes ME, only speaking for me, feel cheesy and un-fun. 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. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. This page was last edited on 14 October 2017, at 11:50. 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. Also, since they all have a cool down of approximately 8 ticks, average. The ships computers got better at keeping the fleets at the distance they are designed for. CryptoNow vs shields a Tlance does 80% damage. Reply. Tachyon Lance and Kinetic Artillery carry the day. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. Will do a test soon using shield hardeners on both the cruisers, and frigates. The desire to outsmart the AI is satisfied as summarized above. 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. 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. You use a Shield Dampener Titan and just power through your downsides. Oct 31, 2017 @ 10:55am After trying out the focused arc emitters i can say they are far better then giga cannons and. I can't really put my finger on why. 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. Tachyon Lance: 5. Hull is 3300. If you've been playing stellaris since its 1. Cloud Lightning is underrated in 1. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. Please note that I am rounding numbers, and ignoring carry over damage here. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. These fleets seem to be punching way above their weight. I can't really put my finger on why. Not sure of the current state. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. 350 To balance Arc Emitters they should add hull point repeatables for late game research. 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. Against a pure T6 armor fitted BS (which is impractical) the Tlance still deals 70% damage which is 175. 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 does 11. Please note that I am rounding numbers, and ignoring carry over damage here. The competitor to the Arc Emitter here is the Tachyon Lance. Also, since they all have a cool down of approximately 8 ticks, average. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Alloy cost was equal, and the fleet strength of the corvettes was slightly higher as calculates by the game. This page was last edited on 14 October 2017, at 11:50. ago. ③ Arc Emitters 45->56. I feel that they are insignificant to the equation. I can't really put my finger on why. Saying that, Tachyon lances do way better against armor. But the penetration weapons DO scale off of energy weapon. Lance equipped ships have smaller hits against shields and huge hits against hulls. KA are long range and each 1/3 of a Gigacannon in. So if the enemy gets close to an all-big-gun fleet You can't shoot back. So having it in the base game would do wonders. As shield hardener counters penetrator weapons. So unlike say Tachyon Lances that are equally fun to use in small and large fleets, Arc Emitters are definitely much more fun in large than small, as the variation in damage output is smoothed out that way. I 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. But Arc can ignore shield and armor, which occupy nearly 2/3 hit. lances have much better armor penetration. Help you create the ultimate fleet. This guide is based on Stellaris 1. I feel that they are insignificant to the equation. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Huh, for me tachyon combined with 3 kinetic artillery and a plasma is effective against any other build, as just kinetic really drops off agaisnt armour and crystal plating and gets stomped. I can't really put my finger on why. Mega cannons, not so much Terrain. 01 vs 12. Tweets & replies. I can't really put my finger on why. FE’s have strong shields and armor but only so-so hull, so Arc Emitter/Cloud Lightning BBs. Also, since they all have a cool down of approximately 8 ticks, average. | 105 Range | 14. Still better than the Arc Emitter under all conditions. 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. Also, since they all have a cool down of approximately 8 ticks, average. Assuming they deal their full damage. Go to Stellaris r/Stellaris. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. 0 unless otherwise noted. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. 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. Also, since they all have a cool down of approximately 8 ticks, average. 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'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. 3 rolled out with a major combat rework. 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). . What do do with XL slots depends on whether your enemy has Shield Capacitors. Please note that I am rounding numbers, and ignoring carry over damage here. One can tailor it a bit for Prethoryn/Hidden as needed. 83 and 148. 2 DiscordDraconequus • 5 yr. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. Also, since they all have a cool down of approximately 8 ticks, average. Business, Economics, and Finance. 0 days you've must still remember the tachyon lance battleship fleet annihilating everything at its wake. 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. There are three artillery loadouts that I use. The Neutron Launcher and Tachyon Lance are the best anti-hull, while the Giga Cannon and Kinetic Artillery are the best anti-shield. I included Tachyon Lances and Focused Arc Emitters - XL slot-only weapons - because I wanted to see the. In singleplayer you can just mass these, the AI will never counter them. My Stellaris Suggestions: Add. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Australia Joined September 2022. This is just not comparable. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. Also, since they all have a cool down of approximately 8 ticks, average. . It's also tenable to go with Tachyon Lance + 4 Neutron Launcher or Focused Arc Emitter + 4 Neutron Launcher, essentially neglecting kinetic weapons in order to save engineering research. I can't really put my finger on why. I can't really put my finger on why. I feel that they are insignificant to the equation. Ditch the Tachyon lance unless you're going up against Prethoryn. Please note that I am rounding numbers, and ignoring carry over damage here. 19 comments. Result. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. 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 generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. Please note that I am rounding numbers, and ignoring carry over damage here. Focused Arc Emitter, Tachyon Lance, and Giga Cannon are all amazing in the X slot, and Neutron Launchers and Kinetic Artillery are great in L-slots. I can't really put my finger on why. 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. Generally Focused Arc Emitter is better on pure energy Battleships, but Tachyon Lance can work with the right support and I'm actually a fan of that build in spite of its flaws. Cruisers with after burners can zip around a lot faster and are cost effective. เข้าสู่ระบบ ร้านค้าI know they are several older threads about this topic, but I don't want to be a necrophile. I can't really put my finger on why. Energy weapons are so strong against Armor and Hull that they offset the shield penalty completely when fighting normal empires. The tachyon lance does 15. Likes. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. But arc emitter carriers slot nicely with missile cruisers. The tachyon has 90% armor pen,. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. I can't really put my finger on why. If you're just trying to kill the Prethoryn, I'd use spinal mount/carrier/artillery battleships and load up on strike craft. I feel that they are insignificant to the equation. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Apr 1, 2018 @ 11:14pm. Also, since they all have a cool down of approximately 8 ticks, average. Honestly I prefer the Tachyon Lance just for the "Macross" feels. With the change to Neutron Launchers, the. Battleships can have crystal plating (the cheap stuff) and primitive engine/reactor/sensors. 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. I feel that they are insignificant to the equation. I can't really put my finger on why. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I can't really put my finger on why. I can't really put my finger on why. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. In singleplayer you can just mass these, the AI will never counter them. I can't really put my finger on why. This gives you a balance of anti-armor, and anti-shield weaponry. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. 2 Ancient Cavitation Collapser 2. Its just coz i dislike firepower specialized vs armor if tachyon is taken, GigaC has balance assets its more flagrant. Currently penetrator weapons in general are king, if not countered. 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. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. Master Zone. 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. 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. 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. While the Tachyon Lance does have some nice damage. Please note that I am rounding numbers, and ignoring carry over damage here. 96, and a cost of 322. CryptoI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. If it behaves like I'm thinking it will, giga cannons will continually change to the highest shielded targets while tachyon focuses fire on the most vulnerable ships. And my frame rate just drops seeing the. I can't really put my finger on why. 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. 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. 75 DPD respectively. 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. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 75 DPD respectively. The Lance also doesn't have minimum range (but the other L-weapons do). 96 minerals a month. 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. 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. Also, since they all have a cool down of approximately 8 ticks, average. Please note that I am rounding numbers, and ignoring carry over damage here. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Has no use against. I can't really put my finger on why. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. เข้าสู่ระบบ ร้านค้าI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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). XL weapons target large ships first and large ships have lots of armor. The focused arc has 100% armor pen and 100% shield pen. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. So, against contingency, the perdition beam is completely useless. Carrier chip. However the Arc Emitter can't miss, which does have value. I read somewhere that people were debating which one to get. Please note that I am rounding numbers, and ignoring carry over damage here. But I was surprised how terrible it was against Fallen Empires and just normal AIs. Also, since they all have a cool down of approximately 8 ticks, average. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. I think at one point, early on, the late game "meta" was to fit a fuckton of Destroyers with a Tachyon Lance in their one L slot. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). Sandbox testing shows that in a brawl, TL+KA/NL battleships @ line computer beat. Tachyon Lance's have stickier targeting, if I recall correctly. If they do use Arc. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. For this test, my fleet cap was 43, so I could support 86 naked corvettes (twice my fleet cap) for 86 * 0. 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. 350 /r/starsector, 2022-05-13, 07:37:24 Tachyon Lance. 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. 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. lances have much better armor penetration. Please note that I am rounding numbers, and ignoring carry over damage here. Large weapons now have a minimum range. Generically I either run with: Tachyon Lance + 4x KA. It's still going to be a bloodbath as FEs have very very good tech. 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. It stunk. I feel that they are insignificant to the equation. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. The tachyon has 90% armor pen, and -33% shield damage. You only want to. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. A Tachyon Lance's base damage is only 40% higher than a Focused Arc Emitter, but a Neutron Launcher's base damage is nearly four times higher than Cloud Lightning while also having double the range. I 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. Either arc emitter or Tachyon lance depending on your build and needs. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. Also, since they all have a cool down of approximately 8 ticks, average. I enjoy Distant Stars 2 & Civilization. I feel that they are insignificant to the equation. The focused arc has 100% armor pen and 100% shield pen. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Vs humans just gonna come down to who can counter the other better. Why tachyon lance or giga cannon (or kinetic) over arc emitter? Thread starter Holycannoli; Start date Mar 30, 2020;. 200% efficiency against armor and shield while dodging all heavy. Also, since they all have a cool down of approximately 8 ticks, average. 15. I feel that they are insignificant to the equation. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. 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). Together, assuming all weapons hit and deal average damage, this will deal 464. 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. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. Try for at least 2x their fleet power, more if you can afford it. 1 giga cannon, 2 artillery, the rest some kind of laser. 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. That leaves you with lances or arc. I feel that they are insignificant to the equation. I can't really put my finger on why. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. 2 Hangers with Advanced Strikecraft, and 2 Neutron Launchers, as well as. My typical flleet is : 1 titan with aura regen 20 bs carrier : arc emitter, hangar bay, medium missile x3 afterburner 5 artillery : tachyon lance , kinetic , medium missile ( to keep the x3 afterburner) I ilke having that extra alpha strike and armor damage . However, when it comes to the L-slot weapons it's a different story. 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. While the Tachyon Lance does have some nice damage multipliers against hull and armor, the FAE is very competitive for base damage which is why it can be so good. 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. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. The focused arc emitter does 11. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. Arc Emitters are great if you stack a fleet with them. Design E: Arc Emitter, Flak Cannons, Autocannons, Scout Craft, Amoeba Strike craft, and Kinetic Artillery. But till them, your plan is good. Stellaris UI Suggestion: Stellaris UI Improvement (Planet UI and Build Queues) EU4 Suggestion: Improving Development: Development: Dynamic and Mana-based. 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. 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. Battleships with Tachyon Lance/Arc Emitter, Kinetic Artillery (Long ranged support). Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. 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. Currently penetrator weapons in general are king, if not countered. So okay for only 2 tests with GC. Sometimes I add Torpedo Corvettes ("CorG's"). Once you get focused arc emitter and cloud lightning I don't see a reason to use the other two weapons? Are there possibly enemies in the game with TONS of. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. They ignore shields completly. Its anti-hull damage is about two and a half. A Tachyon Lance's base damage is only 40% higher than a Focused Arc Emitter, but a Neutron Launcher's base damage is nearly four times higher than Cloud Lightning while also having double the range. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Also, since they all have a cool down of approximately 8 ticks, average. 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 feel that they are insignificant to the equation. Personally late game I just use Battleships with a Focused Arc Emitter, 2 Phase Disruptors, and 2 Plasma Cannons. @Holycannoli I find Focused Arc Emitters actually are the best X slot. Lance equipped ships have smaller hits against shields and huge hits against hulls. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. . No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. Works surprisingly well, and if you wait for a space storm to attack you're completely unstoppable. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. x playthroughs. I feel that they are insignificant to the equation. 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. But arc emitter carriers slot nicely with missile cruisers. r/Stellaris. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). So I might have Heavy A (kin) and Heavy B (kin) where the Battleships use kinetic, Heavy C (ca) where the Battleships are fighter carriers, or ones based on Arc Emitters or Lances. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Media. I wanted 2 tachyons vs Giga in same test (Plasma with tachyon & MD with GigaC in 2nd test), but not important. Gigacannon needs to do 12600 to kill. 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. 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. Not having to tech into kinetic weapons. Please note that I am rounding numbers, and ignoring carry over damage here. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. ; About Stellaris Wiki; Mobile viewStellaris. 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. 75 ③ Focused Arc Emitters 35->43. I can't really put my finger on why. Will do a test soon using shield. Tachyon Lance on YouTube made a few videos about missile cruisers and how strong missiles are right now because of how inadequate PD is against them. 2. I can't really put my finger on why. Business, Economics, and Finance. Also, since they all have a cool down of approximately 8 ticks, average. 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. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. It's also why Autocannons are shit. I feel that they are insignificant to the equation. 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. Please note that I am rounding numbers, and ignoring carry over damage here. So don't worry if you cannot get the Giga Cannon tech unlocked. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. Main guns are Remnant Tachyon Lance and Gatling Lance 49 /r/starsector , 2022-12-16, 18:15:01 quintuple tachyon lance [MEGA REDACTED] does not exist, It can't hurt you. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter.