Smaller craft and more corvettes in enemy fleet shifts weight heavily toward line. Arc needs to do 13200 to kill. 1 Mining Laser. Will do a test soon using shield. Cruisers with after burners can zip around a lot faster and are cost effective. What was the inspiration for the Unbidden? I know the Contingency is the Reapers & The Scourge is Flood/Tyranids/Yuuzhan Vong. Pd corvettes with disruptors and pd lasers, and afterburners. I use soley this as soon as I can get it - it kills EVERYTHING. 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. 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. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. 25 ③ Tachyon Lances 35->43. ago. The cannon ignores something like 35% shield and 45% armor at 120 range. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Master Zone. Contingency have low health but heavy shields and armor, so penetration works best. . Help you create the ultimate fleet. You also want to include Advanced Strike Craft in some of your Battleships (you don't need that many, just a few) because the Scourge primarily deal damage through Strike Craft and Missiles. 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. The Hangar bow and Broadside stern are incredibly underpowered. Basically arc does 25% damage as shields are enough. 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. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Still better than the Arc Emitter under all conditions. In a pinch the Null Void Beam can be. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. 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. 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. So, against contingency, the perdition beam is completely useless. @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. They ignore shields completly. However, when it comes to the L-slot weapons it's a different story. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. But Arc can ignore shield and armor, which occupy nearly 2/3 hit. 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). Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. They never miss and wholly bypass armour and shields. 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. Apr 1, 2018 @ 11:14pm. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 2. If they do use Arc. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Main guns are Remnant Tachyon Lance and Gatling Lance 49 /r/starsector , 2022-12-16, 18:15:01 quintuple tachyon lance [MEGA REDACTED] does not exist, It can't hurt you. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. 386. I can't really put my finger on why. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. I can't really put my finger on why. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. Also, since they all have a cool down of approximately 8 ticks, average. The focused arc emitter does 11. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 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. While the Tachyon Lance does have some nice damage multipliers against hull and armor, the FAE is very competitive for base damage which is why it can be so good. I feel that they are insignificant to the equation. Arc Emitters I'm pretty sure. As nonsensical as it would have seemed in 1. and the Tachyon lance build already. Arc Emitter, carrier aircraft and missiles to. I feel that they are insignificant to the equation. Try for at least 2x their fleet power, more if you can afford it. 1. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. Arc Emitter + Cloud Lightning is the combo. Also, since they all have a cool down of approximately 8 ticks, average. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. Result. • 15 days ago. So in ideal Gigacannon situation, Arc remains close. FE’s have strong shields and armor but only so-so hull, so Arc Emitter/Cloud Lightning BBs. Mega cannons, not so much Terrain. 1) Tachyons have signifantly more raw dps then arc emitters : 24. As shield hardener counters penetrator weapons. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The former sits in the back line and snipes with a tachyon lance, while the latter is a brawler with a. 1. 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. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. The desire to outsmart the AI is satisfied as summarized above. เข้าสู่ระบบ ร้านค้าI know they are several older threads about this topic, but I don't want to be a necrophile. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 01 vs 12. I can't really put my finger on why. See above. Currently penetrator weapons in general are king, if not countered. Forget shields since strikecrafts ignore it. 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. I don't play multiplayer. Also, since they all have a cool down of approximately 8 ticks, average. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. 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. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. Dont remember how the cruisers fair against the crisis but the battleships do well. 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. 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. The AI doesn't use enough Torpedoes, and will lose most of their Torpedo ships on approach to Arc Emitters and Missiles, and the remainder are picked off by the PD of the Carriers. I feel that they are insignificant to the equation. . Also, since they all have a cool down of approximately 8 ticks, average. One can tailor it a bit for Prethoryn/Hidden as needed. Also, since they all have a cool down of approximately 8 ticks, average. destroyers, but destroyers can't get anywhere near as much evasion as corvettes. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Results were disappointingly inconclusive. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. Design C: Arc Emitters and Cloud Lightning. Ditch the Tachyon lance unless you're going up against Prethoryn. Main guns are Remnant Tachyon Lance and Gatling Lance 49 /r/starsector, 2022-12-16, 18:15:01 quintuple tachyon lance [MEGA REDACTED] does not exist, It can't hurt you. I can't really put my finger on why. 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. The advantage is constancy. 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. Mixing kinetic and energy is a bad idea because they’re different repeatables. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Foxtrot39I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. 3. 2. Also, since they all have a cool down of approximately 8 ticks, average. 350 /r/starsector, 2022-05-13, 07:37:24 Tachyon Lance. The reason arc emitters/focused arc emitters (which deal 105 dps) paired with other penetration weapons are so good is that there's no repeatable technology to increase ship hull. Please note that I am rounding numbers, and ignoring carry over damage here. 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). Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. I feel that they are insignificant to the equation. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. Go to Stellaris r/Stellaris. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. 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. Has no use against. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. The competitor to the Arc Emitter here is the Tachyon Lance. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. The focused arc emitter does 11. Numbers roughly add up. I can't really put my finger on why. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. I can't really put my finger on why. The lance currently ignores 90% of armor at a range of 100. Generically I either run with: Tachyon Lance + 4x KA. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I can't really put my finger on why. #8. I can't really put my finger on why. It's Artillery Battleships, X+LLL+L slots. x playthroughs. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. 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. 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. Physics research. 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 can't really put my finger on why. 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. Please note that I am rounding numbers, and ignoring carry over damage here. 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,. 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. From experience, arc emitter and M disruptor BS is an amazing ship design at the end game. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. I have so far wrecked everything with very few losses . giga cannons are double damage double size gauss cannons with extra range and arc emitters are only good for killing corvettes. This is just not comparable. I can't really put my finger on why. Content is available under Attribution-ShareAlike 3. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. 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 speak with number, Arc Emitters can deal 105. Best weapon for the Prethoryn: definitely. For this test, my fleet cap was 43, so I could support 86 naked corvettes (twice my fleet cap) for 86 * 0. 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. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Regardless of their performance against balanced defenses, both of those designs can be hard countered by switching to all armor (vs Giga+Artillery) or all shields (vs Tachyon+Launchers). Also, since they all have a cool down of approximately 8 ticks, average. Giga is worse then tachyon because it does less damage, scales off kinetic repeatables while both arc emitters and tachyon benefit from the same energy repeatables. 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. But till them, your plan is good. 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. I feel that they are insignificant to the equation. CryptoHP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Battleships can have crystal plating (the cheap stuff) and primitive engine/reactor/sensors. Design B: Neutrons and Focused Arc Emitters. 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. * I find the disruptor / arc emitter thing makes ME, only speaking for me, feel cheesy and un-fun. 90 (that's already including accuracy difference!) 2) Tachyons have more important stats : armor is stonger then shield on larger ships, plus shield pen of arcs are backfiring your other ships - they can't support X-sized weapon fire. So if you're in a situation where the Shields are down it's absolutely crazy strong. Some people are saying that Arc emitters are better than Tachyon lances against FE but I haven't tested it myself. 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. See above. lances are now basically double size, double damage plasma cannons with extra range. Also, since they all have a cool down of approximately 8 ticks, average. These fleets seem to be punching way above their weight. 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. ③ Arc Emitters 45->56. I can't really put my finger on why. 00 damage per day(DPD, on average), Giga Cannon and Tachyon Lance can deal 145. Honestly I prefer the Tachyon Lance just for the "Macross" feels. These fleets seem to be punching way above their weight. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. Cloud Lightning is underrated in 1. I feel that they are insignificant to the equation. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. I used carrier mount. The tachyon lance does 15. Gigacannon needs to do 12600 to kill. The giga has 50% armor pen, and an extra 33% shield damage. 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. 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. 18 * 2 = 30. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. They have a million fleet and a 300k fleet vs my combined fleet of 573k. The cultist event chain lets you destroy an ancient shipyard at one point that's armed with particle lances. 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. Please note that I am rounding numbers, and ignoring carry over damage here. If you are mostly against shields, use neutron torpedos. Since you want to be focusing on energy weapons repeatables for the Launchers, tachyon lance or arc emitter can share the same bonuses, which leaves gigacannon in the dust. I generally use artillery Titans with the nanobot cloud aura. Business, Economics, and Finance. 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. Definitely. 75. 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. Huh, for me tachyon combined with 3 kinetic. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. . I would mix in a couple carrier battleships as. Please note that I am rounding numbers, and ignoring carry over damage here. Carrier Battleship: always use the Spinal Mount bow and Artillery stern. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 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. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. If you fight around a pulsar (or is it a neutron star, can’t remember) all shields will be disabled. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. In a space storm, Tachyon Lance just murders things. So don't worry if you cannot get the Giga Cannon tech unlocked. I can't really put my finger on why. Once you get focused arc emitter and cloud lightning I don't see a reason to use the other two weapons? Are there possibly enemies in the game with TONS of hull and very little shields or armor where you'd want the extra raw damage? My fleets. I 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. Arc emitters + neutron launchers > the rest. I feel that they are insignificant to the equation. I tried searching for mods, but found none up to date. Basically arc does 25% damage as shields are enough. #3. 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. Gray Tempest and the end game crisis and arc emitters are good enough vs AI trash and good vs stuff that matters. 2 Ancient Cavitation Collapser 2. Lances decimate armour, but are hopeless against shields. I can't really put my finger on why. PD and flak are actually pretty good vs both shields and hull, they only struggle vs armor. 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 feel that they are insignificant to the equation. 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. 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). The giga has 50% armor pen, and an extra 33% shield damage. Disruptor tech always gave me a "psionics" impression over "exotic research": randomized damage, short range, and ignoring most defenses are all things that strike me as. I can't really put my finger on why. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. 60sec cooldown | 100% Acc. Engineering research. The arc emitter and cloud lightning BBs rip Fallen Empires apart. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 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. 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. The last sentence is basically the Stellaris meta. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. The focused arc has 100% armor pen and 100% shield pen. 96 minerals a month. Please note that I am rounding numbers, and ignoring carry over damage here. On the dominance of Arc Emitters. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. Large weapons now have a minimum range. The penalty against armor isn't too bad. I feel that they are insignificant to the equation. ③ ⮇ Tachyon Lances (Particles) : Tachyon Lance ② Disruptors (Particles ) : Small/Medium/Large Disruptor. 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. I'd like to try and learn how to optimize each ship manually. Australia Joined September 2022. If it behaves like I'm thinking it will, giga. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. I can't really put my finger on why. Focused Arc Emitter and four T4+ L-slot penetrators take 31. I went and attacked a megacorp w/ weaker power, engaged his 100k fleet power citadel and got. 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. Small ships got faster with higher evasion. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Physics research area comprises the fields: Computing, Field Manipulation and Particles. So that’s 2M damage per week. This is a less efficient design in general, but saves a huge amount of research. While I love the crisis in itself, there seems to be a bit of a thematic oversight (or potentially a balance choice) in which the Contingency. Also, since they all have a cool down of approximately 8 ticks, average. With the change to Neutron Launchers, the. Also, since they all have a cool down of approximately 8 ticks, average. In singleplayer you can just mass these, the AI will never counter them. Arc emitter battleships do fine against the unbidden and the contingency. Precursor Clone, is based "loosely" on a load-out used by some of the Fallen Empires. Tweets. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 4L or 3L/L I. Please note that I am rounding numbers, and ignoring carry over damage here. 12 votes, 23 comments. 2. So don't worry if you cannot get the Giga Cannon tech unlocked. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. 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. 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. With the change to Neutron Launchers, the. Feb 25, 2018 @ 7:35am. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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 also why Autocannons are shit. I use soley this as soon as I can get it - it kills EVERYTHING. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. The giga has 50% armor pen, and an extra 33% shield damage. haven't played since Federations, loaded up a new game on commodore, currently at 2310. Hull is 3300. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. 23 votes, 22 comments. The arc emitters (the best I think) ignore 100% of both armor and shield at 110 range. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Content creator for strategy games, I love games from Paradox Interactive such as Stellaris, Hearts of Iron, Victoria. CryptoI usually give them pure energy weapons (Tachyon Lances, Neutron Launchers, and Lasers). What do do with XL slots depends on whether your enemy has Shield Capacitors. 96, and a cost of 322. Definitely. It stunk. This page was last edited on 14 October 2017, at 11:50. ; About Stellaris Wiki; Mobile viewStellaris. 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. However, when it comes to the L-slot weapons it's a different story.