I can't really put my finger on why. 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. 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. I read somewhere that people were debating which one to get. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. 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. Preferably you'll already have Tachyon Lance and Neutron Launchers, or at least their stage 1 versions. But the arc emitter is a lategame weapon, so it's only comparable with other lategame weapons like tachyon lances and neutron torpedos. 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. Please note that I am rounding numbers, and ignoring carry over damage here. 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. The tachyon lance does 15. I feel that they are insignificant to the equation. ago. Dont remember how the cruisers fair against the crisis but the battleships do well. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. So if you're in a situation where the Shields are down it's absolutely crazy strong. 3 and was established from the information provided in this meta-tech. | 105 Range | 14. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Disruptor Corvettes are particularly noteworthy as they will beat any other Corvette or Destroyer design, making them uncounterable in the early-game. But arc emitter carriers slot nicely with missile cruisers. Design B: Neutrons and Focused Arc Emitters. CryptoI'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. 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. I've done the math and tests. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. 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. I can't really put my finger on why. Hull is 3300. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. Basically arc does 25% damage as shields are enough. Tachyon Lance’s Tweets. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. See above. Please note that I am rounding numbers, and ignoring carry over damage here. Arc Emitter versus Tachyon Lance, to me, is a matter of preference vs the Prethoryn; I always go for Lance against them, but only because I use the Arc Emitter in literally every other situation, and it gets boring. It does indicate that a health build is superior if you get the tech, though. NK_2024 Collective Consciousness • 3 yr. I feel that they are insignificant to the equation. Its anti-hull damage is about two and a half. Business, Economics, and Finance. 57 days; Focused Arc Emitter takes 28. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. Tweets. 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. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. 19 Following. 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. 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. 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. I went and attacked a megacorp w/ weaker power, engaged his 100k fleet power citadel and got. - 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. In a space storm, Tachyon Lance just murders things. Toggle signature. 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. Together, assuming all weapons hit and deal average damage, this will deal 464. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. 2. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Hangar Core, Broadside Stern, line computer). The Tachyon Lance deals. 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. 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. 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. I can't really put my finger on why. Business, Economics, and Finance. And my frame rate just drops seeing the. However, when it comes to the L-slot weapons it's a different story. 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. The advantage is constancy. 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. 0 days you've must still remember the tachyon lance battleship fleet annihilating everything at its wake. Media. 00 damage per day(DPD, on average), Giga Cannon and Tachyon Lance can deal 145. I feel that they are insignificant to the equation. Thus we can expect a Revenant to die for every 5 Arc Emitters. Arc Emitter + Cloud = Poor range and performance on the Cloud Lightning, they actually deal half the damage per weapon slot compared to Disruptors Arc Emitter + Disruptor = Terrible range of 40, and the shortest range computer on battleships (Line) only advances to medium range (50) which is a notable damage loss on targets which don't. I can't really put my finger on why. Not sure of the current state. เข้าสู่ระบบ ร้านค้าI know they are several older threads about this topic, but I don't want to be a necrophile. 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. Also, since they all have a cool down of approximately 8 ticks, average. 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. 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 20000: 4 Arc Emitter Battleships; Phase Disruptors; Base. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. I feel that they are insignificant to the equation. ; About Stellaris Wiki; Mobile viewyeah arc emitters are also ok vs. Arc emitter battleships do fine against the unbidden and the contingency. Giga Cannon + 4 Neutron Launchers and Tachyon Lance + 2 Neutron Launchers + 2 Kinetic Artillery are popular. This leaves 200 damage where as the Arc Emitter deals 111 still. Generically I either run with: Tachyon Lance + 4x KA. 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 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. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. It stunk. Please note that I am rounding numbers, and ignoring carry over damage here. The x slot can either be tachyon lance or giga cannon it doesn’t make much of a difference then you should have 3 or 4 neutron launchers (3 if front is tachyon lance 4 otherwise) and if the x slot is tachyon lance single artillery in the back. They have the tracking to wreck corvette fleets and the shield/armor pen to wreck cruiser and BS fleets. Lance equipped ships have smaller hits against shields and huge hits against hulls. I feel that they are insignificant to the equation. I don't play multiplayer. I feel that they are insignificant to the equation. 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 tachyon has 90% armor pen, and -33% shield damage. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. @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. Please note that I am rounding numbers, and ignoring carry over damage here. 15. 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 focused arc emitter does 11. Please note that I am rounding numbers, and ignoring carry over damage here. This page was last edited on 6 April 2018, at 21:58. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. If it behaves like I'm thinking it will, giga. Also, since they all have a cool down of approximately 8 ticks, average. 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. I can't really put my finger on why. Their ships have no shields - lots of hp and armor, which energy weapons like plasma and lazer completely melts. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I feel that they are insignificant to the equation. Works pretty well against the ai. ago. I feel that they are insignificant to the equation. On 3. 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. Giga cannon could theoretically be good but underperforms in comparison to arc emmitters. I feel that they are insignificant to the equation. The cultist event chain lets you destroy an ancient shipyard at one point that's armed with particle lances. I use soley this as soon as I can get it - it kills EVERYTHING. Personally late game I just use Battleships with a Focused Arc Emitter, 2 Phase Disruptors, and 2 Plasma Cannons. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Please note that I am rounding numbers, and ignoring carry over damage here. What do do with XL slots depends on whether your enemy has Shield Capacitors. Lances decimate armour, but are hopeless against shields. These fleets seem to be punching way above their weight. Arc emitters are better. Pick two of Giga Cannon, Tachyon Lance, Focused Arc Emitter, repeats allowed: Thus, our 6 possible combinations are: Giga Cannon, Giga Cannon. Still better than the Arc Emitter under all conditions. 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. However, when it comes to the L-slot weapons it's a different story. Huh, for me tachyon combined with 3 kinetic. The penalty against armor isn't too bad. Please note that I am rounding numbers, and ignoring carry over damage here. From what I can tell,. Please note that I am rounding numbers, and ignoring carry over damage here. 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. 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. Tachyon Lances are great vs BBs, Arc Emitters vs smaller ships. 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. 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. Please note that I am rounding numbers, and ignoring carry over damage here. But Arc can ignore shield and armor, which occupy nearly 2/3 hit point of one battleship. Arc Emitters I'm pretty sure. Please note that I am rounding numbers, and ignoring carry over damage here. With the change to Neutron Launchers, the. 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. 1. Also, since they all have a cool down of approximately 8 ticks, average. 2/3 armor 1/3 shield for all of their health stuff. Cloud lightning is dirt cheap, but will not help in the alpha strike and it deals poor damage. • 15 days ago. Also, since they all have a cool down of approximately 8 ticks, average. 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. Numbers roughly add up. The Focused Arc Emitter is the weird one here. . I can't really put my finger on why. #8. 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. Yeah, there is no sound in space, but I don't think that any stellaris palyer casres about that. Join. I feel that they are insignificant to the equation. I think at one point, early on, the late game "meta" was to fit a fuckton of Destroyers with a Tachyon Lance in their one L slot. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. 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. 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 feel that they are insignificant to the equation. I can't really put my finger on why. 6 changes. 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. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. I have so far wrecked everything with very few losses . 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. Arc emitters + neutron launchers > the rest. 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. . 1. The Hangar bow and Broadside stern are incredibly underpowered. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. 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). The focused arc emitter does 11. Also, since they all have a cool down of approximately 8 ticks, average. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. One can tailor it a bit for Prethoryn/Hidden as needed. My Stellaris Suggestions: Add. 2. The arc emitters (the best I think) ignore 100% of both armor and shield at 110 range. Also, since they all have a cool down of approximately 8 ticks, average. Content is available under Attribution-ShareAlike 3. Business, Economics, and Finance. If it behaves like I'm thinking it will, giga cannons will continually change to the highest shielded targets while tachyon focuses fire on the most vulnerable ships. Havroth • 7 yr. 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. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. See above. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. ago. And then sending different ship formations against different enemies, depending on what they're using. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Range isn't really even relevant anyway, it'll give you maybe two shots before anything else closes to combat range (and more often one), and those will splash on shields because you haven't gotten the anti-shield weapons into action yet. A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power. 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. Also, since they all have a cool down of approximately 8 ticks, average. Technology. I can't really put my finger on why. 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. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. A place to share content, ask questions and/or talk about the 4X grand strategy…Tacyon lance for the XL slot on battle ships but the mega cannons alright For a new game start with kinetic weapons grab basic lasers off dead pirates kenetic is most well rounded but end game your going to want plasma and lances. I feel that they are insignificant to the equation. Gigacannon needs to do 12600 to kill. Please note that I am rounding numbers, and ignoring carry over damage here. 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. Also, since they all have a cool down of approximately 8 ticks, average. 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. 0 unless otherwise noted. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. The more you use, the less you lose. 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 feel that they are insignificant to the equation. 2 Hangers with Advanced Strikecraft, and 2 Neutron Launchers, as well as. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. I can't really put my finger on why. The arc emitter and cloud lightning BBs rip Fallen Empires apart. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. 08 damage per day. . I can't really put my finger on why. In a pinch the Null Void Beam can be used if you aren't teching into kinetic weapons, but it is very weak. The tachyon lance does 15. Also, since they all have a cool down of approximately 8 ticks, average. The 30 power from my psi jump drives is negligible. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. But Arc can ignore shield and armor, which occupy nearly 2/3 hit. 1. At first I was excited, but as time passed by I started noticing the large flaws in the new combat system. In singleplayer you can just mass these, the AI will never counter them. They have a million fleet and a 300k fleet vs my combined fleet of 573k. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. Focused Arc Emitter is very consistent in that it only cares about hull, and the only bad matchup for it is against Corvettes since its poor tracking is beaten by evasion. Business, Economics, and Finance. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. In singleplayer you can just mass these, the AI will never counter them. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. The desire to outsmart the AI is satisfied as summarized above. Also, since they all have a cool down of approximately 8 ticks, average. This is where the giga cannon, tachyon lance, and the arc emitter come into play. Physics research. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. 96 minerals a month. I feel that they are insignificant to the equation. 75. 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 go with the Tachyon Lance, back it up with a 50/50 mix of Neutron Launchers and Kinetic Artillery. 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. Definitely. I can't really put my finger on why. I can't really put my finger on why. 60sec. Also, since they all have a cool down of approximately 8 ticks, average. - All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3). The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. conflare • Irenic Bureaucracy • 5 yr. 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. Best. 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). 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. In fact, the only +% hull bonuses out there come from being a Devouring Swarm or possibly a relic. Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. 418K subscribers in the Stellaris community. The giga has 50% armor pen, and an extra 33% shield damage. yeah arc emitters are also ok vs. Technology. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. ; About Stellaris Wiki; Mobile viewArc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. Please note that I am rounding numbers, and ignoring carry over damage here. Destroyers are. 1 Follower. Basically arc does 25% damage as shields are enough. Alternatively Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers is also a good design. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Use swarm computer and Afterburner. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. Would be great to have a titan arc emitter or even kinetic weapon. Well, Medium Gauss and Laser can be pushed far enough by 40% modifier (Gauss is 75 range, Laser is 60, Artillery AI stays at 80), but I'd still suggest Carrier over Hangar because 2 Medium guns can't match 1 Hangar bay in DPS while locking you to Artillery rather than Carrier AI. 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. 139. 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. CryptoNow vs shields a Tlance does 80% damage. This page was last edited on 14 October 2017, at 11:50. In singleplayer you can just mass these, the AI will never counter them. . Best weapon for the Prethoryn: definitely. Design A: Neutrons and Tachyons. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. 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. 01 vs 12. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. even if. Definitely. Mixing kinetic and energy is a bad idea because they’re different repeatables. 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. Will do a test soon using shield hardeners on both the cruisers, and frigates. 1. 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. Its just coz i dislike firepower specialized vs armor if tachyon is taken, GigaC has balance assets its more flagrant. This page was last edited on 6 April 2018, at 21:58. 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. In a pinch the Null Void Beam can be. You use a Shield Dampener Titan and just power through your downsides. 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 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. 83 and 148. 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. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I feel that they are insignificant to the equation.