Stellaris arc emitter vs tachyon lance. even if they are stacked up to 50%. Stellaris arc emitter vs tachyon lance

 
 even if they are stacked up to 50%Stellaris arc emitter vs tachyon lance  The focused arc has 100% armor pen and 100% shield pen

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. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. I admit that I myself use Tachyon Lances instead of Arc Emitters simply because I like the look of them and for the anti-hull bonus making it easier to get outright kills rather than disengagements, but otherwise I use a similar build - Tachyon Lance + Carrier Core + Kinetic Artillery. Also, since they all have a cool down of approximately 8 ticks, average. @Holycannoli I find Focused Arc Emitters actually are the best X slot. Design E: Arc Emitter, Flak Cannons, Autocannons, Scout Craft, Amoeba Strike craft, and Kinetic Artillery. But when people go on about using them against the Unbidden (who use only shields), it's as good to use Focused Arc Emitters (because of the 50% shield pen) or Devastator Torpedoes. 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. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. I can't really put my finger on why. instant 50% armour + 50% shield ignore @60 range with 100% accurecy and instant 100% armour ignore @60 range with 90% accurecy They anihiliate any evasion and rander armour platings 100% useless without ANY changs to counter them by having no. Also, since they all have a cool down of approximately 8 ticks, average. It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. 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. . 1 giga cannon, 2 artillery, the rest some kind of laser. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. Arc Emitter Focussed Arc Emitter Particle Lance Tachyon Lance So instead of only corvettes you would instead build battleships with as much armor as possible and laugh at anything that is not a large weapon, as they would all deal 0 dmg to youBusiness, Economics, and Finance. 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. even if they are stacked up to 50%. I feel that they are insignificant to the equation. I can't really put my finger on why. I can't really put my finger on why. 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'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. Also, since they all have a cool down of approximately 8 ticks, average. 83 and 148. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 1. Tachyon Lance/Kinetic Artillery or Giga Cannon/Neutron Launchers will get you pretty damn far even into the repeatables against normal AI empires. 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. The math favours Lance when we add 4x NL - as we should - but the damage of Arc Emitters needs to be lowered by 30% or so if we are to have an X-weapon meta at all. I can't really put my finger on why. Thus we can expect a Revenant to die for every 5 Arc Emitters. 0 unless otherwise noted. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. 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. dmg Tachyon Lances: 85-232 dmg |. Also, since they all have a cool down of approximately 8 ticks, average. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I’ve been running some tests against 10x unbidden using a mix of 30-40 destroyers with disrupters and flak, 20ish cruisers with torpedoes, missiles and disrupters, and like 5 carrier battleships with arc emitters. . vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Still better than the Arc Emitter under all conditions. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Works pretty well against the ai. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. Hull is 3300. Please note that I am rounding numbers, and ignoring carry over damage here. 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. In singleplayer you can just mass these, the AI will never counter them. That leaves you with lances or arc. 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. 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 would be curious to see how this fares against the Tachyon Lance + 4 Neutron Launcher ("Scourge killer" Battleship) or Focused Arc Emitter + 4 Neutron Launcher Battleship fleet that skips on the Kinetic tech path. XL weapons target large ships first and large ships have lots of armor. 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. 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. Destroyers are. 57 days; Focused Arc Emitter takes 28. Content is available under Attribution-ShareAlike 3. The tachyon has 90% armor pen,. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. From what I can tell,. 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 feel that they are insignificant to the equation. 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. They ignore shields completly. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. 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. 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. * I find the disruptor / arc emitter thing makes ME, only speaking for me, feel cheesy and un-fun. From experience, arc emitter and M disruptor BS is an amazing ship design at the end game. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. This page was last edited on 14 October 2017, at 11:50. Giga Cannon got nerfed hard because the Neutron Launcher is no longer an L-slot weapon that can be placed on the same ship, and Focused Arc Emitter got nerfed since Armor and Shielding are now partially effective against it. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. 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). GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. . 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. Saying that, Tachyon lances do way better against armor. The former sits in the back line and snipes with a tachyon lance, while the latter is a brawler with a. Cloud Lightning is underrated in 1. I used carrier mount. I've done the math and tests. I feel that they are insignificant to the equation. 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. lances have much better armor penetration. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The focused arc emitter does 11. Business, Economics, and Finance. Please note that I am rounding numbers, and ignoring carry over damage here. If you are mostly against shields, use neutron torpedos. g. Works surprisingly well, and if you wait for a space storm to attack you're completely unstoppable. 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 can't really put my finger on why. On 3. Giga Cannon + 4 Neutron Launchers and Tachyon Lance + 2 Neutron Launchers + 2 Kinetic Artillery are popular. 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. This is just not comparable. 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. 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. They never miss and wholly bypass armour and shields. The tachyon has 90% armor pen, and -33% shield damage. The giga has 50% armor pen, and an extra 33% shield damage. 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 went and attacked a megacorp w/ weaker power, engaged his 100k fleet power citadel and got. About 1. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Design C: Arc Emitters and Cloud Lightning. Contingency have low health but heavy shields and armor, so penetration works best. Please note that I am rounding numbers, and ignoring carry over damage here. So in ideal Gigacannon situation, Arc remains close. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Sometimes I add Torpedo Corvettes ("CorG's"). I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Small ships got faster with higher evasion. 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. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. Please note that I am rounding numbers, and ignoring carry over damage here. Given some 150hrs in Stellaris I'd rather see the combat AI take charge as soon as you move into a system gravity well. In singleplayer you can just mass these, the AI will never counter them. Media. 0 unless otherwise noted. I feel that they are insignificant to the equation. The BB is spinal bow, artillery core filled with kinetic artillery and the artillery stern with more kinetic artillery. I feel that they are insignificant to the equation. Chapters: 0:00 Intro 0:47 Ship designs 2:44 Results - Arc Emitters 3:20 Results - Tachyon Lance vs Gigacannon 6:00 War Doctrines 8:34 War Doctrine. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Things are changing in the next update, and right now it seems like the Tachyon Lance is going to be the strongest. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Havroth • 7 yr. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. x (in Steam Workshop) (If you see my post in Stellaris Bug Report subforum analyzing a specific bug, it probably. Carrier Battleship Anti-corvette duty for midgame battleship fleets Tachyon Lance, 1x Neutron Launcher, 2x Strike Craft, 2x Energy PD, 2x Autocannon Carrier computer Arc Battleship For fallen empires and the Contingency Arc Emitter, 6x M Disruptor, 1x Strike Craft Artillery computerI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. I can't really put my finger on why. The penalty against armor isn't too bad. Crypto 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. See above. I can't really put my finger on why. I can't really put my finger on why. Business, Economics, and Finance. Arc emitter battleships do fine against the unbidden and the contingency. 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. 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). Australia Joined September 2022. Also, since they all have a cool down of approximately 8 ticks, average. 60sec cooldown | 100% Acc. thee test between 2 giga opposed (one for plasma, one for MD) is okay. CryptoI usually give them pure energy weapons (Tachyon Lances, Neutron Launchers, and Lasers). For the auxiliary slots i do afterburners. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. 14 days Spinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. If you can drone lasers work as a good plasma stand in early on so research mineing drone wreckage. Preferably you'll already have Tachyon Lance and Neutron Launchers, or at least their stage 1 versions. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. With arc emitter the shield hardeners are definitely more important. 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. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. 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. If they do use Arc. Also, since they all have a cool down of approximately 8 ticks, average. 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. Hangar Core, Broadside Stern, line computer). I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. The BB lancer and BB carrier mix is what I tried first when I dropped all my DDs and CAs. These fleets seem to be punching way above their weight. 2. So having it in the base game would do wonders. 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. Also, since they all have a cool down of approximately 8 ticks, average. Neutron Launchers do have longer ranges than Kinetic Artillery, however, so I'm not sure how well they mix together as they are weaker against the first line of defense (shields) but fire earlier (130 range vs. The tachyon lance does 15. I can't really put my finger on why. Go to Stellaris r/Stellaris. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. The Physics tree is way less crowded than the Engineering tree, so even though it costs the same amount (44k) to get both Tachyon Lances and Neutron Launchers and even more if you want Focused Arc Emitters, it's much less of an overhead in practice since Physics doesn't have many techs and few of them are high-priority anyways (there are maybe. - 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 choices amongst Tachyon Lance / Giga Cannon and Neutron Launcher / Kinetic Artillery are closer, as the FEs both armor and shields. However, when it comes to the L-slot weapons it's a different story. Please note that I am rounding numbers, and ignoring carry over damage here. It's also why Autocannons are shit. 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. Some people are saying that Arc emitters are better than Tachyon lances against FE but I haven't tested it myself. I tried searching for mods, but found none up to date. 3 and was established from the information provided in this meta-tech. In singleplayer you can just mass these, the AI will never counter them. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. Crypto HP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. 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. 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. 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. 1. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The Hangar bow and Broadside stern are incredibly underpowered. Please note that I am rounding numbers, and ignoring carry over damage here. 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. The focused arc has 100% armor pen and 100% shield pen. Lances decimate armour, but are hopeless against shields. This is a less efficient design in general, but saves a huge amount of research. Tachyon is the default, Arc Emitter can be slotted in when you have enough repeatables for them to start smashing shit up / if you face Unbidden and need to chew past the shields. I can't really put my finger on why. 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. They're good all around, the Focused Arc Emitter, while doing the least damage of all the XL weapons, it goes completely through Shields and Armor, on top of that it has 100% Tracking and Accuracy, so it cannot miss,. 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. I feel that they are insignificant to the equation. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. But till them, your plan is good. Tachyon Lance battleships with neutron launchers absolutely shred the scourge. Let's speak with number, Arc Emitters can deal 105. Also, since they all have a cool down of approximately 8 ticks, average. giga cannons are double damage double size gauss cannons with extra range and arc emitters are only good for killing corvettes. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. 350 To balance Arc Emitters they should add hull point repeatables for late game research. Forget shields since strikecrafts ignore it. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. 135. For this test, my fleet cap was 43, so I could support 86 naked corvettes (twice my fleet cap) for 86 * 0. . I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Currently penetrator weapons in general are king, if not countered. And it's true strike craft are buggy. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Also, since they all have a cool down of approximately 8 ticks, average. Physics research. Also, since they all have a cool down of approximately 8 ticks, average. See above. . 4L or 3L/L I. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. (Giga cannon, tachyon lance, arc emitter) and four L size weapons. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. These fleets seem to be punching way above their weight. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. Tachyon destroyers were fun and all, but my fondest memories were for the full tachyon battleships. 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. 60sec. 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. The lance currently ignores 90% of armor at a range of 100. 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 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). The ability to hit any ship for damage regardless of shields or armor is…Focused Arc Emitter + 4 Neutron Launcher: the pure energy battleship, it relies primarily on the Focused Arc Emitter, but Neutron Launchers hit so hard that they can break through shielding and then kill ships anyways. Sandbox testing shows that in a brawl, TL+KA/NL battleships @ line computer beat. I can't really put my finger on why. 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 can't really put my finger on why. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. 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. It has a maintenance of 0. You have Focused Arc Emitter for a big damage weapon against large ships, 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. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. This balances them out. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could fire 10 shots with two-digit damage values. 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. 84 Avg. What does work against them is a few things: outranging them with traditional BS (tachyon/KA/neutron) is good. The focused arc emitter does 11. 75. I feel that they are insignificant to the equation. ago. PD destroyers with neutron launchers and pd lasers. 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. Mixing kinetic and energy is a bad idea because they’re different repeatables. Definitely. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. 1. I can't really put my finger on why. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 0 unless otherwise noted. The arc emitter and cloud lightning BBs rip Fallen Empires apart. Also, since they all have a cool down of approximately 8 ticks, average. Their ships have no shields - lots of hp and armor, which energy weapons like plasma and lazer completely melts. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Tachyon Lance's have stickier targeting, if I recall correctly. I read somewhere that people were debating which one to get. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. So in ideal Gigacannon situation, Arc remains close. Go to Stellaris r/Stellaris. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. 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. 3 rolled out with a major combat rework. 0 days you've must still remember the tachyon lance battleship fleet annihilating everything at its wake. 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. 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. I feel that they are insignificant to the equation. CryptoLasers (Decent to good vs armor, ♥♥♥♥ vs shields) Disruptors (♥♥♥♥ vs armor, good vs shields) Holy Guardians: Titan Laser Arc Emitter (doesn't care about armor or shields) Plasma (Murder vs Armor, total ♥♥♥♥ vs shields) Missiles (Why are these hitting your ships at all?) Enigmatic Observers: Titan Laser Tachyon Lance LasersBusiness, Economics, and Finance. Tachyon, 4 Artillery (the usual meta build with energy/kinetic weapon types swapped) No need to test Giga+Artillery or Tachyon+Launchers. Please note that I am rounding numbers, and ignoring carry over damage here. 4 Lance 2. Also, since they all have a cool down of approximately 8 ticks, average. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. It's Artillery Battleships, X+LLL+L slots. XL weapons target large ships first and large ships have lots of armor. The desire to outsmart the AI is satisfied as summarized above. 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. . Would be great to have a titan arc emitter or even kinetic weapon. 9, the best fleet layout against Contingency is currently pure battleship fleets armed with only Focused Arc Emitters and Cloud Lightning (or disruptors if you don't have that) AC/Torpedo corvettes only. Please note that I am rounding numbers, and ignoring carry over damage here. Either arc emitter or Tachyon lance depending on your build and needs. 1. With the change to Neutron Launchers, the. 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've been playing stellaris since its 1. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. Design A: Neutrons and Tachyons. I feel that they are insignificant to the equation. 6 changes. They ignore shields completly. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. The Neutron Launcher and Tachyon Lance are the best anti-hull, while the Giga Cannon and Kinetic Artillery are the best anti-shield. You only want to. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. 96, and a cost of 322. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. . 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. . I feel that they are insignificant to the equation. I can't really put my finger on why. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. I can't really put my finger on why. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. . Please note that I am rounding numbers, and ignoring carry over damage here. 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. 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. The competitor to the Arc Emitter here is the Tachyon Lance. Alternately, you can go for 2 lasers + flak cannon as your early ship design. 1.