If you've been playing stellaris since its 1. | 105 Range | 14. So having it in the base game would do wonders. Its just coz i dislike firepower specialized vs armor if tachyon is taken, GigaC has balance assets its more flagrant. even if. 3 and was established from the information provided in this meta-tech. From what I can tell,. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. So patch 1. Giga Cannon + 4 Neutron Launchers and Tachyon Lance + 2 Neutron Launchers + 2 Kinetic Artillery are popular. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. I feel that they are insignificant to the equation. But arc emitter carriers slot nicely with missile cruisers. Precursor Clone, is based "loosely" on a load-out used by some of the Fallen Empires. 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. Content is available under Attribution-ShareAlike 3. Same general principle. Also, since they all have a cool down of approximately 8 ticks, average. Arc Emitter, carrier aircraft and missiles to. I can't really put my finger on why. 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. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. Carrier Battleship: always use the Spinal Mount bow and Artillery stern. Arc Emitter + Cloud Lightning is the combo. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. 08 damage per day. I feel that they are insignificant to the equation. Basically arc does 25% damage as shields are enough. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). I feel that they are insignificant to the equation. In singleplayer you can just mass these, the AI will never counter them. Also, since they all have a cool down of approximately 8 ticks, average. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. destroyers, but destroyers can't get anywhere near as much evasion as corvettes. What was the inspiration for the Unbidden? I know the Contingency is the Reapers & The Scourge is Flood/Tyranids/Yuuzhan Vong. Their ships have no shields - lots of hp and armor, which energy weapons like plasma and lazer completely melts. Please note that I am rounding numbers, and ignoring carry over damage here. Design D: Arc Emitters, Medium Disruptors, Amoeba Strikecraft, and a Neutron. 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. Hull is 3300. Also, since they all have a cool down of approximately 8 ticks, average. Will do a test soon using shield. You use a Shield Dampener Titan and just power through your downsides. ; About Stellaris Wiki; Mobile viewStellaris. Smaller craft and more corvettes in enemy fleet shifts weight heavily toward line. 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. 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. The focused arc emitter does 11. 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. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. conflare • Irenic Bureaucracy • 5 yr. 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. . Also, since they all have a cool down of approximately 8 ticks, average. 1 Mining Laser. I feel that they are insignificant to the equation. I can't really put my finger on why. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. 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 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. 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. It shouldn't be Shroud-locked - reserve that for a special T4 Disruptor or something - but the last tier and the Arc Emitter should cost a tiny bit of Zro to put onto ships. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I feel that they are insignificant to the equation. You only want to. For the auxiliary slots i do afterburners. 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. KA are long range and each 1/3 of a Gigacannon in firepower. I feel that they are insignificant to the equation. ago. Tweets. One way to get them early is by pure luck. 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. The Tachyon Lance + Neutron Launcher design is noteworthy for having the highest DPS of any ship design in the game, and just accepts a poor matchup. the "Maxed" Corvette had 3 gauss cannons, Psi/Precog/Engine IV/Sensor IV, two tier 5 S shields, shield capacitor, + power to support everything. 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. Tachyon lances have (as far as I know) the lowest accuracy of the XL weaponry and a -33% shield damage debuff, but also a massive 90% ignored armor bonus. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Also, since they all have a cool down of approximately 8 ticks, average. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I feel that they are insignificant to the equation. With arc emitter the shield hardeners are definitely more important. even if they are stacked up to 50%. 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 use soley this as soon as I can get it - it kills EVERYTHING. The Tachyon Lance + Neutron Launcher design is noteworthy for having the highest DPS of any ship design in the game, and just accepts a poor matchup against shielding. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. Media. Dont remember how the cruisers fair against the crisis but the battleships do well. 5 and earlier you build carrier battleships with either a focused arc emitter or a tachyon lance (or ditch the slot, doesn’t matter much). 0 unless otherwise noted. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. From what I can tell, the actual difference is difficult to observe. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could fire 10 shots with two-digit damage values. Business, Economics, and Finance. 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. 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. 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. 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. 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. Yeah, there is no sound in space, but I don't think that any stellaris palyer casres about that. So okay for only 2 tests with GC. I feel that they are insignificant to the equation. ago. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Against shields, it has an effective 3x damage multiplier vs lances, which makes it a better first strike weapon vs any targets with shields. 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. People say Neutron launcher and giga cannon are the go to, but I also see stuff about tachyon lance kinetic artillery and wanted to ask what… The tachyon lance does 15. Still better than the Arc Emitter under all conditions. /4L battleships testing shows that contrary to common wisdom, line computer always > artillery computer in a battleship vs battleship scenario. - Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies. Contingency have low health but heavy shields and armor, so penetration works best. The giga has 50% armor pen, and an extra 33% shield damage. I tried searching for mods, but found none up to date. 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. Best weapon for the Prethoryn: definitely. I can't really put my finger on why. 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. A place to share content, ask questions and/or talk about the 4X grand strategy…Tacyon lance for the XL slot on battle ships but the mega cannons alright For a new game start with kinetic weapons grab basic lasers off dead pirates kenetic is most well rounded but end game your going to want plasma and lances. I feel that they are insignificant to the equation. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. 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. Hull is 3300. Hangar Core, Broadside Stern, line computer). Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. bonus damage weights on health types, and slot efficiency, tachyon lance is by far the best weapon in the entire game. #3. More range, accuracy, rate of fire, damage, penetration. These fleets seem to be punching way above their weight. 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. 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. 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. 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. 0 unless otherwise noted. เข้าสู่ระบบ ร้านค้าI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. CryptoI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Huh, for me tachyon combined with 3 kinetic. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. But Arc can ignore shield and armor, which occupy nearly 2/3 hit. 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. So in ideal Gigacannon situation, Arc remains close. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I can't really put my finger on why. 3. Also, since they all have a cool down of approximately 8 ticks, average. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I 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. A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power. 57 days; Focused Arc Emitter takes 28. 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. I can't really put my finger on why. and tachyon lance is only good against shieldless targets and as its range is high it is likely the first thing to fire along with instant travel means its guaranteed to be going straight into shields meaning a wasted shot off the bat, focus arc goes straight to hull, instant. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Every few months or so, some well meaning but ultimately misguided fellow space tyrant comes here with a test showing us all how Tachyon + Neutron + Kinetic battleships beat Arc Emitter battleships, the logical conclusion of which of course is that you want those mixed artillery battleships absent any repeatables. Apr 1, 2018 @ 11:14pm. Against Battleships, Arc Emitters suck. 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. I can't really put my finger on why. 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. Let's speak with number, Arc Emitters can deal 105. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Tachyon destroyers were fun and all, but my fondest memories were for the full tachyon battleships. Mega cannons, not so much Terrain. I tried searching for mods, but found none up to date. In a space storm, Tachyon Lance just murders things. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. . GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Also, since they all have a cool down of approximately 8 ticks, average. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I read somewhere that people were debating which one to get. The BB lancer and BB carrier mix is what I tried first when I dropped all my DDs and CAs. The more you use, the less you lose. Arc Emitters are great if you stack a fleet with them. Use two afterburners on Battleships. Content is available under Attribution-ShareAlike 3. Sandbox testing shows that in a brawl, TL+KA/NL battleships @ line computer beat. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. Arc needs to do 13200 to kill. . . It seems like in every category the giga cannon (or whatever it's called), is better. The advantage is constancy. 57 days; Focused Arc Emitter takes 28. I feel that they are insignificant to the equation. Alternately, you can go for 2 lasers + flak cannon as your early ship design. 3 Plasma Launcher 2. Logical-Table-3530 • 2 mo. I feel that they are insignificant to the equation. 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. 15. Alloy cost was equal, and the fleet strength of the corvettes was slightly higher as calculates by the game. Business, Economics, and Finance. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. They have the tracking to wreck corvette fleets and the shield/armor pen to wreck cruiser and BS fleets. As nonsensical as it would have seemed in 1. 6 changes. 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. 5. On 3. I can't really put my finger on why. 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. 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. Yes, tracking is subtracted from the enemy's evasion (which is capped at 90%), and the result, if a positive value, is subtracted from weapon accuracy to determine chance to hit. Please note that I am rounding numbers, and ignoring carry over damage here. Also a question, does the arc emitter benefit from energy weapons research? If so, it becomes even more powerful late game, while hull always. I feel that they are insignificant to the equation. 1 giga cannon, 2 artillery, the rest some kind of laser. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. I can't really put my finger on why. mega-neur and tach-art-neur preformed equally, both killing the same amount of ships and in winning the same amount of engagements. If you are mostly against shields, use neutron torpedos. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. Lances decimate armour, but are hopeless against shields. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. I can't really put my finger on why. Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. Also, since they all have a cool down of approximately 8 ticks, average. 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. 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. Let's take another Battleship, one with the perfect weapons to counter this design. 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). Reply. 84 Avg. Once you get focused arc emitter and cloud lightning I don't see a reason to use the other two weapons? Are there possibly enemies in the game with TONS of hull and very little shields or armor where you'd want the extra raw damage? My fleets. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. 83 and 148. I used carrier mount. Torpedo equipped corvettes specifically. If you go with the Tachyon Lance, back it up with a 50/50 mix of Neutron Launchers and Kinetic Artillery. NK_2024 Collective Consciousness • 3 yr. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. 12 votes, 23 comments. ; About Stellaris Wiki; Mobile viewyeah arc emitters are also ok vs. I feel that they are insignificant to the equation. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Pd corvettes with disruptors and pd lasers, and afterburners. E. Cloaking added. Battleships with Tachyon Lance/Arc Emitter, Kinetic Artillery (Long ranged support). 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. 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. 96, and a cost of 322. . One can tailor it a bit for Prethoryn/Hidden as needed. What do do with XL slots depends on whether your enemy has Shield Capacitors. 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. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. - Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies. I can't really put my finger on why. I feel that they are insignificant to the equation. Until Apocalypse expansion came out and battleship got nerfed, then spamming evasion corvettes became the meta. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. 01 vs 12. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The penalty against armor isn't too bad. 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. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. They ignore shields completly. CryptoI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. เข้าสู่ระบบ ร้านค้าThat's also why Tachyon Lance is better than Giga Canon and why Neutron Launcher is better than Kinetic Artillery. 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. Tachyon, 4 Artillery (the usual meta build with energy/kinetic weapon types swapped) No need to test Giga+Artillery or Tachyon+Launchers. 75 ③ Focused Arc Emitters 35->43. The AI doesn't use enough Torpedoes, and will lose most of their Torpedo ships on approach to Arc Emitters and Missiles, and the remainder are picked off by the PD of the Carriers. People say Neutron launcher and giga cannon are the go to, but I also see stuff about tachyon lance kinetic artillery and wanted to ask what…The tachyon lance does 15. Also, since they all have a cool down of approximately 8 ticks, average. - 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. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. giga cannons are double damage double size gauss cannons with extra range and arc emitters are only good for killing corvettes. I can't really put my finger on why. There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Lance equipped ships have smaller hits against shields and huge hits against hulls. 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. 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. It's Artillery Battleships, X+LLL+L slots. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Please note that I am rounding numbers, and ignoring carry over damage here. (Giga cannon, tachyon lance, arc emitter) and four L size weapons. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. 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. This page was last edited on 6 April 2018, at 21:58. g. Also, since they all have a cool down of approximately 8 ticks, average. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. I can't really put my finger on why. 58 days against the same Battleship above; Giga Cannon takes 27. 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. So even a complete newbie can beat the auto-designer just by using those OP weapons everywhere they can (which are: Tachyon Lance, Giga Cannon, Focused Arc Emitter, Neutron Launcher, Kinetic Artillery, Advanced Strike Craft, and Devastator Torpedoes. Design E: Arc Emitter, Flak Cannons, Autocannons, Scout Craft, Amoeba Strike craft, and Kinetic Artillery. 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. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. 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). 2 Hangers with Advanced Strikecraft, and 2 Neutron Launchers, as well as. 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. Will do a test soon using shield hardeners on both the cruisers, and frigates. 75. I'd like to try and learn how to optimize each ship manually. Today i'll write about them for two reasons: 1. I can't really put my finger on why. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Arc Emitter + Strike Craft is surprisingly decent, by the way. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. 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. 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. Generically I either run with: Tachyon Lance + 4x KA. XL weapons target large ships first and large ships have lots of armor. If it behaves like I'm thinking it will, giga. So don't worry if you cannot get the Giga Cannon tech unlocked. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. 418K subscribers in the Stellaris community. I can't really put my finger on why. These fleets seem to be punching way above their weight. Also, since they all have a cool down of approximately 8 ticks, average. 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. Test 3: Your first battleship vs these. The focused arc emitter does 11. CryptoI usually give them pure energy weapons (Tachyon Lances, Neutron Launchers, and Lasers). 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 use soley this as soon as I can get it - it kills EVERYTHING. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. ③ Arc Emitters 45->56. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Since we're building artillery we are going to want L slots, so for the middle section you'd choose the. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. 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 480000 hull, Arc emitters can bypass that armor and. This page was last edited on 6 April 2018, at 21:58. The tachyon lance does 15. 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 feel that they are insignificant to the equation. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. 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. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. In singleplayer you can just mass these, the AI will never counter them. I can't really put my finger on why. From experience, arc emitter and M disruptor BS is an amazing ship design at the end game. 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. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. The competitor to the Arc Emitter here is the Tachyon Lance. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. Apr 1, 2018 @ 11:14pm. With arc emitter the shield hardeners are definitely more important.