stellaris arc emitter vs tachyon lance. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. stellaris arc emitter vs tachyon lance

 
Thing is, Arc Emitters have an average DPS per slot lower than T1 point defencestellaris arc emitter vs tachyon lance  Also, since they all have a cool down of approximately 8 ticks, average

With 10% lower accuracy, it already loses in real DPS vs tachyon lance. 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. and the Tachyon lance build already. Also, since they all have a cool down of approximately 8 ticks, average. Smaller craft and more corvettes in enemy fleet shifts weight heavily toward line. A default level arc emitter lightning cloud battleship with increased range admiral usually brings the hull to half level before it gets targeted itself. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. Apr 1, 2018 @ 11:14pm. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 2 DiscordDraconequus • 5 yr. There are other compositions, for instance Focused Arc Emitter + Cloud Lightning or full anti-hull with Tachyon + Neutron, but those are more specialized. #2. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. These are the 2 weapons in the game with a +100% vs armor bonus. 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. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. I am kind of new to Stellaris and the new 2. I have so far wrecked everything with very few losses . It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. I feel that they are insignificant to the equation. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Its just coz i dislike firepower specialized vs armor if tachyon is taken, GigaC has balance assets its more flagrant. - 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. 18 * 2 = 30. • 15 days ago. With arc emitter the shield hardeners are definitely more important. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. In fact, the only +% hull bonuses out there come from being a Devouring Swarm or possibly a relic. ; About Stellaris Wiki; Mobile viewyeah arc emitters are also ok vs. They have a million fleet and a 300k fleet vs my combined fleet of 573k. I can't really put my finger on why. One can tailor it a bit for Prethoryn/Hidden as needed. 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. 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. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. 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. Generically I either run with: Tachyon Lance + 4x KA. 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. So okay for only 2 tests with GC. Dunno why people are claiming otherwise. I can't really put my finger on why. Mega cannons, not so much Terrain. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. 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). 1 Overview 2 Energy weapons 2. Its anti-hull damage is about two and a half times higher than the Arc Emitter, and its anti-armor damage is even higher than that. I feel that they are insignificant to the equation. At some point the devs invented the X(L) slot and changed some weapons, such as Tachyon Lance and Arc Emitter, to be X-only. Please note that I am rounding numbers, and ignoring carry over damage here. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. I can't really put my finger on why. x (in Steam Workshop) (If you see my post in Stellaris Bug Report subforum analyzing a specific bug, it probably. I can't really put my finger on why. 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. I can't really put my finger on why. 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). ; About Stellaris Wiki; Mobile view While this is probably an exaggerated view of things, and Tachyon Lances are the best weapon overall, they are overrated. 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. Currently penetrator weapons in general are king, if not countered. I feel that they are insignificant to the equation. Since we're building artillery we are going to want L slots, so for the middle section you'd choose the. 1. I feel that they are insignificant to the equation. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. 83 and 148. It stunk. E. For the record, I don't think yours is either -- arc emitters are pretty garbage and don't actually have any AoE effect (unless changed by Clarke). Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Tachyon Lances would win out against the Scourge due to them lacking shields, thus half the bonus of Arc Emitters is negated. I feel that they are insignificant to the equation. KA are long range and each 1/3 of a Gigacannon in firepower. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. I can't really put my finger on why. I read somewhere that people were debating which one to get. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Precursor Clone, is based "loosely" on a load-out used by some of the Fallen Empires. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. 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. 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. 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. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. Please note that I am rounding numbers, and ignoring carry over damage here. 23 votes, 22 comments. 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. Design C: Arc Emitters and Cloud Lightning. 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. Engineering research. 75 DPD respectively. The focused arc emitter does 11. But till them, your plan is good. If you're just trying to kill the Prethoryn, I'd use spinal mount/carrier/artillery battleships and load up on strike craft. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. This page was last edited on 6 April 2018, at 21:58. I feel that they are insignificant to the equation. Scanning the debris unlocks the research for you, so you can - note that this only applies pre-Heinlein - arm your destroyers with them. Torpedo equipped corvettes specifically. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. Also, since they all have a cool down of approximately 8 ticks, average. thee test between 2 giga opposed (one for plasma, one for MD) is okay. (Giga cannon, tachyon lance, arc emitter) and four L size weapons. I can't really put my finger on why. 6 Tachyon Battleships - TL Plasma Cannon armor shields fire control 6 Giga Battleships - GC Kinetic Artillery armor shields fire control 6 Lightning Battleships - Arc Emitter Neutron Torpedo armor shields fire control. This balances them out. 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. 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). Not sure of the current state. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. This really benefits from the Shield Dampener aura, and to a lesser degree the Targeting Grid aura for better tracking as these weapons benefit massively from any accuracy-related buffs. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could fire 10 shots with two-digit damage values. I feel that they are insignificant to the equation. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. Please note that I am rounding numbers, and ignoring carry over damage here. The more you use, the less you lose. Business, Economics, and Finance. I can't really put my finger on why. /4L battleships testing shows that contrary to common wisdom, line computer always > artillery computer in a battleship vs battleship scenario. Toggle signature. Same general principle. The focused arc emitter does 11. 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. This guide is based on Stellaris 1. Tachyon Lance and Kinetic Artillery carry the day. Please note that I am rounding numbers, and ignoring carry over damage here. 1. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Carrier battleships can counter most anything. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. Also, since they all have a cool down of approximately 8 ticks, average. 96 minerals a month. Artillery Battleships (1X + 3L + 1L): Tachyon Lance and Neutron Launchers. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. Not having to tech into kinetic weapons. But I was surprised how terrible it was against Fallen Empires and just normal AIs. 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. g. There are three artillery loadouts that I use. I feel that they are insignificant to the equation. The desire to outsmart the AI is satisfied as summarized above. Also, since they all have a cool down of approximately 8 ticks, average. CryptoNow vs shields a Tlance does 80% damage. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. Stellaris UI Suggestion: Stellaris UI Improvement (Planet UI and Build Queues) EU4 Suggestion: Improving Development: Development: Dynamic and Mana-based. 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. CryptoIt is corvette spam. Crypto HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. This page was last edited on 6 April 2018, at 21:58. Lances decimate armour, but are hopeless against shields. Content is available under Attribution-ShareAlike 3. Arc needs to do 13200 to kill. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. I feel that they are insignificant to the equation. 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. 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. Will do a test soon using shield. Tachyon Lance is particularly useful as an XL weapon because it doesn't have shield bonus so it focus fires at weakened targets (which Giga Cannon doesn't so much), but it also doesn't have shield piercing, which means that even if it fires at something that has a bit of shield it removes that shield and so that the next weapon that fires at it. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Then evasion got nerfed and neutron launcher battleships remained as king to. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. #8. Please note that I am rounding numbers, and ignoring carry over damage here. That leaves you with lances or arc emitters. Also, since they all have a cool down of approximately 8 ticks, average. What does work against them is a few things: outranging them with traditional BS (tachyon/KA/neutron) is good. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. I feel that they are insignificant to the equation. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. I used carrier mount. From what I can tell,. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Tachyon Lance's have stickier targeting, if I recall correctly. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. Please note that I am rounding numbers, and ignoring carry over damage here. Amongst the battleship based weapons in vanilla Stellaria, it seems that the Arc Emitter is over powered because it completely bypasses shields and… Either that or full on pierce damage with Arc Emitters and Cloud lightning, If normal AI empires are no longer a serious threat, go all pierce. I can't really put my finger on why. I love the lance weapon and used them throughout all my 1. KA are long range and each 1/3 of a Gigacannon in. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. 1. On the dominance of Arc Emitters. 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. 60sec cooldown | 100% Acc. dmg Tachyon Lances: 85-232 dmg |. See above. Members Online. The focused arc has 100% armor pen and 100% shield pen. I feel that they are insignificant to the equation. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 0 unless otherwise noted. Then full armor slots with shield till out of power and rest armorFor the XL slot using anything other then focus arc emitter is dumb. Also, since they all have a cool down of approximately 8 ticks, average. x playthroughs. Please note that I am rounding numbers, and ignoring carry over damage here. Please note that I am rounding numbers, and ignoring carry over damage here. Also, since they all have a cool down of approximately 8 ticks, average. The last sentence is basically the Stellaris meta. I can't really put my finger on why. I feel that they are insignificant to the equation. เข้าสู่ระบบ ร้านค้าThat's also why Tachyon Lance is better than Giga Canon and why Neutron Launcher is better than Kinetic Artillery. Range isn't really even relevant anyway, it'll give you maybe two shots before anything else closes to combat range (and more often one), and those will splash on shields because you haven't gotten the anti-shield weapons into action yet. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I can't really put my finger on why. Let's take another Battleship, one with the perfect weapons to counter this design. 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. Things are changing in the next update, and right now it seems like the Tachyon Lance is going to be the strongest. 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. Gray Tempest and the end game crisis and arc emitters are good enough vs AI trash and good vs stuff that matters. 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. 2. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. @Holycannoli I find Focused Arc Emitters actually are the best X slot. So slower fleets with the wrong computers are helpless. Arc Emitters are great if you stack a fleet with them. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. One way to get them early is by pure luck. Also, since they all have a cool down of approximately 8 ticks, average. 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. 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. It does indicate that a health build is superior if you get the tech, though. Tachyon Lance/Kinetic Artillery or Giga Cannon/Neutron Launchers will get you pretty damn far even into the repeatables against normal AI empires. These fleets seem to be punching way above their weight. If the target has LESS health than armor+shield, then ARC emitters are better, than Tachyon lance+null beam. 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. The arc emitter and cloud lightning BBs rip Fallen Empires apart. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. Tweets. Please note that I am rounding numbers, and ignoring carry over damage here. With the change to Neutron Launchers, the. 3 and was established from the information provided in this meta-tech. Definitely. Content is available under Attribution-ShareAlike 3. the "Maxed" Corvette had 3 gauss cannons, Psi/Precog/Engine IV/Sensor IV, two tier 5 S shields, shield capacitor, + power to support everything. 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. My Unofficial Patch to Stellaris 2. FE’s have strong shields and armor but only so-so hull, so Arc Emitter/Cloud Lightning BBs. Go to Stellaris r/Stellaris. With the change to Neutron Launchers, the. even if. Which means that when a Tachyon Battleship picks a target, that target is going to die. 2. 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. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. I feel that they are insignificant to the equation. With arc emitter the shield hardeners are definitely more important. In singleplayer you can just mass these, the AI will never counter them. 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'm shocked by. 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. Also, since they all have a cool down of approximately 8 ticks, average. The focused arc has 100% armor pen and 100% shield pen. 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. 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. 4 Lance 2. Reply. 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. 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. 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. From what I can tell, the actual difference is difficult to observe. So patch 1. Best weapon for the Prethoryn: definitely. It is cheap, effective, and is good against literally everything until you. 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. bonus damage weights on health types, and slot efficiency, tachyon lance is by far the best weapon in the entire game. Please note that I am rounding numbers, and ignoring carry over damage here. Would be great to have a titan arc emitter or even kinetic weapon. The tachyon lance does 15. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. ③ Arc Emitters 45->56. I can't really put my finger on why. 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. But Arc can ignore shield and armor, which occupy nearly 2/3 hit. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. However the Arc Emitter can't miss, which does have value. It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. Design E: Arc Emitter, Flak Cannons, Autocannons, Scout Craft, Amoeba Strike craft, and Kinetic Artillery. 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. The tachyon has 90% armor pen,. 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. . Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. 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. Also, since they all have a cool down of approximately 8 ticks, average. . I feel that they are insignificant to the equation. 84 Avg. Also, since they all have a cool down of approximately 8 ticks, average. Today i'll write about them for two reasons: 1. 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. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. 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. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. I've done the math and tests. . Precursor Clone, is based "loosely" on a load-out used by some of the Fallen Empires. I can't really put my finger on why. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. Business, Economics, and Finance. Alloy cost was equal, and the fleet strength of the corvettes was slightly higher as calculates by the game. If you are mostly against shields, use neutron torpedos. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. 1) Tachyons have signifantly more raw dps then arc emitters : 24. 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. Also, since they all have a cool down of approximately 8 ticks, average. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Contingency have low health but heavy shields and armor, so penetration works best. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. It's still going to be a bloodbath as FEs have very very good tech. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Also, since they all have a cool down of approximately 8 ticks, average. 1 Follower. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. - 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. The Shadow Rose. Hangar Core, Broadside Stern, line computer). As shield hardener counters penetrator weapons. 14 days Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. 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. Very little reason to use anything else once you have full tech access)Battleships with Giga cannon +4x neutron launchers or Tachyon lance + 4x kinetic arty. 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. Let's speak with number, Arc Emitters can deal 105. I use soley this as soon as I can get it - it kills EVERYTHING. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. You could go with the generic Corvette swarm (torps and disrupters), or you could go with Arc Emitters, Cloud Lightning, and Disrupters on your BBs. 60sec. The former sits in the back line and snipes with a tachyon lance, while the latter is a brawler with a. 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. Cloud lightning is dirt cheap, but will not help in the alpha strike and it deals poor damage.