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

 
 With the change to Neutron Launchers, theStellaris arc emitter vs tachyon lance 4 Lance 2

I can't really put my finger on why. 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. . GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Tachyon Lance/Kinetic Artillery or Giga Cannon/Neutron Launchers will get you pretty damn far even into the repeatables against normal AI empires. 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. Also, since they all have a cool down of approximately 8 ticks, average. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. Against a pure T6 armor fitted BS (which is impractical) the Tlance still deals 70% damage which is 175. The tachyon has 90% armor pen, and -33% shield damage. I feel that they are insignificant to the equation. Also a question, does the arc emitter benefit from energy weapons research? If so, it becomes even more powerful late game, while hull always. FE’s have strong shields and armor but only so-so hull, so Arc Emitter/Cloud Lightning BBs. Since we're building artillery we are going to want L slots, so for the middle section you'd choose the. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. I can't really put my finger on why. The lance currently ignores 90% of armor at a range of 100. 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). Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. It's also why Autocannons are shit. 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). 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'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. 18 * 2 = 30. The penalty against armor isn't too bad. I feel that they are insignificant to the equation. The tachyon lance does 15. With arc emitter the shield hardeners are definitely more important. I read somewhere that people were debating which one to get. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. On the dominance of Arc Emitters. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. They ignore shields completly. . I feel that they are insignificant to the equation. But arc emitter carriers slot nicely with missile cruisers. Like its predecessor, its use is limited to battleships and titans. I feel that they are insignificant to the equation. Content is available under Attribution-ShareAlike 3. At first I was excited, but as time passed by I started noticing the large flaws in the new combat system. I feel that they are insignificant to the equation. Saying that, Tachyon lances do way better against armor. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Best weapon for the Prethoryn: definitely. . I can't really put my finger on why. If you go with the Giga Cannon, back it up with Neutron Launchers. I don't play multiplayer. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Also, since they all have a cool down of approximately 8 ticks, average. Test 3: Your first battleship vs these. This is just not comparable. 1 giga cannon, 2 artillery, the rest some kind of laser. ; About Stellaris Wiki; Mobile viewyeah arc emitters are also ok vs. 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. 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. 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. even if. In a space storm, Tachyon Lance just murders things. 1. 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. Definitely. I can't really put my finger on why. Hull is 3300. Synergizes well with the Carriers core. 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. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). 1. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. I can't really put my finger on why. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. My Stellaris Suggestions: Add. I feel that they are insignificant to the equation. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. 60sec. 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 feel that they are insignificant to the equation. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. yeah arc emitters are also ok vs. 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. 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. For this test, my fleet cap was 43, so I could support 86 naked corvettes (twice my fleet cap) for 86 * 0. So in ideal Gigacannon situation, Arc remains close. 1. Not sure of the current state. It does indicate that a health build is superior if you get the tech, though. Let's speak with number, Arc Emitters can deal 105. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 3 and was established from the information provided in this meta-tech. Design C: Arc Emitters and Cloud Lightning. 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. Also, since they all have a cool down of approximately 8 ticks, average. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. Arc Emitters 20000: 4 Arc Emitter Battleships; Phase Disruptors; Base. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. Also, since they all have a cool down of approximately 8 ticks, average. Business, Economics, and Finance. They're unlocked by having particle lance, which is the tier 1 version of the same weapon, and gamma lasers. With the change to Neutron Launchers, the. 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. 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. 83 and 148. Ditch the Tachyon lance unless you're going up against Prethoryn. 2 Anti-Hull 2. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. This range is just barely longer than Tachyon Lance / Neutron Torpedo / Arc Emitter range, which means carriers can't have a much longer effective range since they must still be 'in battle' to launch. I've been trying various energy weapon builds on my ships since Stellaris first came out (when the all Tachyon Lance/Focused Arc Emitter cruisers was the thing) and I think I found my favourite one so far: the void cloud lightning. When a Giga Cannon fires, it rips most of the health off that ship them switches target, you'll need someone else to clean up and finish that ship off. For the auxiliary slots i do afterburners. Also, since they all have a cool down of approximately 8 ticks, average. - 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. Focused arc emitter/carrier/whirlwind battleships are my go-to since I usually take them on that that tech level, it’s unfortunately not that much different vs starbases. They ignore shields completly. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Sandbox testing shows that in a brawl, TL+KA/NL battleships @ line computer beat. 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. Arc emitters are better. Please note that I am rounding numbers, and ignoring carry over damage here. 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. 386. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. - 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. 51 vs Swarm, 20. I can't really put my finger on why. As shield hardener counters penetrator weapons. Lances decimate armour, but are hopeless against shields. From what I can tell, the actual difference is difficult to observe. Main guns are Remnant Tachyon Lance and Gatling Lance 49 /r/starsector, 2022-12-16, 18:15:01 quintuple tachyon lance [MEGA REDACTED] does not exist, It can't hurt you. Please note that I am rounding numbers, and ignoring carry over damage here. 0 days you've must still remember the tachyon lance battleship fleet annihilating everything at its wake. 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. Stellaris UI Suggestion: Stellaris UI Improvement (Planet UI and Build Queues) EU4 Suggestion: Improving Development: Development: Dynamic and Mana-based. The cannon ignores something like 35% shield and 45% armor at 120 range. Arc needs to do 13200 to kill. Please note that I am rounding numbers, and ignoring carry over damage here. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. . 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. On 3. 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. 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. About 1. Also, since they all have a cool down of approximately 8 ticks, average. Business, Economics, and Finance. 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. 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,. Then evasion got nerfed and neutron launcher battleships remained as king to. 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. It stunk. 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. I feel that they are insignificant to the equation. Giga Cannon + 4 Neutron Launchers and Tachyon Lance + 2 Neutron Launchers + 2 Kinetic Artillery are popular. The focused arc emitter does 11. Currently penetrator weapons in general are king, if not countered. I can't really put my finger on why. 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. 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. Use swarm computer and Afterburner. I can't really put my finger on why. I can't really put my finger on why. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. ago. The arc emitters and cloud lightning can be replaced with pure anti-armor/hull weapons - tachyon lances and neutron launchers are ideal, and will always be hitting for bonus damage. 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). I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. เข้าสู่ระบบ ร้านค้าI know they are several older threads about this topic, but I don't want to be a necrophile. It is cheap, effective, and is good against literally everything until you. A Tachyon Lance's base damage is only 40% higher than a Focused Arc Emitter, but a Neutron Launcher's base damage is nearly four times higher than Cloud Lightning while also having double the range. 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. Also, since they all have a cool down of approximately 8 ticks, average. Arc Emitters are great if you stack a fleet with them. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. 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 neutron launchers or kinetic artillery) or S/M (Disruptor vs gamma laser/gauss cannon). It seems to lack some higher level weapons: at least Focused Arc Emitter, Tachyon Lance, Kinetic Artillery, Giga Cannon, Advanced Strike Craft and Guardian. Go for a mix of arc emitters and tachyon Lance's, along with kinetic artillery across the board. 1. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. 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. If they do use Arc. Also, since they all have a cool down of approximately 8 ticks, average. The Strike Craft will hard counter the Corvettes, while Arc Emitters and/or Missiles can easily pick off the rest of their fleet while keeping maximum range. I can't really put my finger on why. I can't really put my finger on why. 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. Its just coz i dislike firepower specialized vs armor if tachyon is taken, GigaC has balance assets its more flagrant. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 350 /r/starsector, 2022-05-13, 07:37:24 Tachyon Lance. ago. 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. 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. Also, since they all have a cool down of approximately 8 ticks, average. I love the lance weapon and used them throughout all my 1. The competitor to the Arc Emitter here is the Tachyon Lance. Tachyon Lances would win out against the Scourge due to them lacking shields, thus half the bonus of Arc Emitters is negated. But I was surprised how terrible it was against Fallen Empires and just normal AIs. Mixing kinetic and energy is a bad idea because they’re different repeatables. I can't really put my finger on why. 96, and a cost of 322. Giga cannon could theoretically be good but underperforms in comparison to arc emmitters. Please note that I am rounding numbers, and ignoring carry over damage here. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Currently penetrator weapons in general are king, if not countered. 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. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. . Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. ③ ⮇ Tachyon Lances (Particles) : Tachyon Lance ② Disruptors (Particles ) : Small/Medium/Large Disruptor. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Please note that I am rounding numbers, and ignoring carry over damage here. Against Battleships, Arc Emitters suck. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Cloaking added. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. Also, since they all have a cool down of approximately 8 ticks, average. Stellaris Real-time strategy Strategy video game Gaming. 83 and 148. I feel that they are insignificant to the equation. 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. They never miss and wholly bypass armour and shields. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. lances are now basically double size, double damage plasma cannons with extra range. Content is available under Attribution-ShareAlike 3. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. A more specialized Battleship that will do even better against starbases are Tachyon Lance + Kinetic Artillery. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 00 damage per day(DPD, on average), Giga Cannon and Tachyon Lance can deal 145. The cultist event chain lets you destroy an ancient shipyard at one point that's armed with particle lances. I feel that they are insignificant to the equation. I can't really put my finger on why. X- slot tachyon lance, 1 neutron launcher, and 3 kinetic batteries is your basic beat all artillery battleship. Reply. The tachyon lance does 15. This article is for the PC version of Stellaris only. In a pinch the Null Void Beam can be used if you aren't teching into kinetic weapons, but it is very weak. 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. @Holycannoli I find Focused Arc Emitters actually are the best X slot weapon, but the issue is that Phased Disruptors are mediocre and Cloud Lightning is bad. 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 feel that they are insignificant to the equation. I can't really put my finger on why. I feel that they are insignificant to the equation. As shield hardener counters penetrator weapons. Don't bother with Kinetic designs. Also, since they all have a cool down of approximately 8 ticks, average. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Also, since they all have a cool down of approximately 8 ticks, average. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. 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. Alternatively Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers is also a good design. Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. I can't really put my finger on why. 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. Australia Joined September 2022. 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. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. That leaves you with lances or arc. 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. For PVP the Tachyon lance is king so I don't use anything else. I can't really put my finger on why. The advantage is constancy. Also, since they all have a cool down of approximately 8 ticks, average. . Best. 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. Works pretty well against the ai. 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. I feel that they are insignificant to the equation. Thus we can expect a Revenant to die for every 5 Arc Emitters. CryptoHP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Carrier chip. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. Also, since they all have a cool down of approximately 8 ticks, average. If you are mostly against shields, use neutron torpedos. . Also, since they all have a cool down of approximately 8 ticks, average. I used carrier mount. I generally use artillery Titans with the nanobot cloud aura. Precursor Clone, is based "loosely" on a load-out used by some of the Fallen 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. Also, since they all have a cool down of approximately 8 ticks, average. So having it in the base game would do wonders. 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. 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. 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. Engineering research. Please note that I am rounding numbers, and ignoring carry over damage here. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. 5. . Also, since they all have a cool down of approximately 8 ticks, average. There's also Focused Arc Emitter + 4 Neutron Launcher which trades off the crazy killing power of the Tachyon Lance for the ability to bypass shields with the Focused Arc Emitter. I can't really put my finger on why. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. I feel that they are insignificant to the equation. While the Tachyon Lance does have some nice damage. Please note that I am rounding numbers, and ignoring carry over damage here. 1 giga cannon, 2 artillery, the rest some kind of laser. Also, since they all have a cool down of approximately 8 ticks, average. These fleets seem to be punching way above their weight. In singleplayer you can just mass these, the AI will never counter them. One can tailor it a bit for Prethoryn/Hidden as needed. Arc emitters + neutron launchers > the rest. I can't really put my finger on why. @Holycannoli I find Focused Arc Emitters actually are the best X slot. Please note that I am rounding numbers, and ignoring carry over damage here. . 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). Carrier battleships can counter most anything. Would be great to have a titan arc emitter or even kinetic weapon. As nonsensical as it would have seemed in 1. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. I can't really put my finger on why. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I can't really put my finger on why. 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. Works surprisingly well, and if you wait for a space storm to attack you're completely unstoppable. 1. 135. The giga has 50% armor pen, and an extra 33% shield damage. Content is available under Attribution-ShareAlike 3.