Stellaris arc emitter vs tachyon lance. I feel that they are insignificant to the equation. Stellaris arc emitter vs tachyon lance

 
 I feel that they are insignificant to the equationStellaris arc emitter vs tachyon lance  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. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. . Technology. Works surprisingly well, and if you wait for a space storm to attack you're completely unstoppable. I feel that they are insignificant to the equation. KA are long range and each 1/3 of a Gigacannon in. Generically I either run with: Tachyon Lance + 4x KA. Please note that I am rounding numbers, and ignoring carry over damage here. Go for the Tachyon lance instead of arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. I enjoy Distant Stars 2 & Civilization. 6 changes. CryptoHP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. I basically always utilize the X slot, even though there's probably some merit in trying all Heavy Lasers fit, especially after the 3. mega-neur and tach-art-neur preformed equally, both killing the same amount of ships and in winning the same amount of engagements. Gigacannon's main edge is that L slot matching gear doesn't suck like cloud lightning does. 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. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. Basically arc does 25% damage as shields are enough. This page was last edited on 6 April 2018, at 21:58. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I have had insane games with focused arc emitters (wondershot) because you can just bypass all shields and armor. Please note that I am rounding numbers, and ignoring carry over damage here. Tachyon Lance and Kinetic Artillery carry the day. 83 and 148. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. Every few months or so, some well meaning but ultimately misguided fellow space tyrant comes here with a test showing us all how Tachyon + Neutron + Kinetic battleships beat Arc Emitter battleships, the logical conclusion of which of course is that you want those mixed artillery battleships absent any repeatables. 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. Currently penetrator weapons in general are king, if not countered. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. ago. 135. Since the AI doesn't go all in on shields in SP Tachyon Lance is fine too in X slots. In fact, the only +% hull bonuses out there come from being a Devouring Swarm or possibly a relic. I can't really put my finger on why. But Arc can ignore shield and armor, which occupy nearly 2/3 hit. 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. bonus damage weights on health types, and slot efficiency, tachyon lance is by far the best weapon in the entire game. lances have much better armor penetration. 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. Go to Stellaris r/Stellaris. Focused Arc Emitter: forget about shields, forget about armor, just torch the hull directly. Business, Economics, and Finance. In singleplayer you can just mass these, the AI will never counter them. Apr 1, 2018 @ 11:14pm. 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. With the change to Neutron Launchers, the. Please note that I am rounding numbers, and ignoring carry over damage here. Arc emitter battleships do fine against the unbidden and the contingency. Please note that I am rounding numbers, and ignoring carry over damage here. The math favours Lance when we add 4x NL - as we should - but the damage of Arc Emitters needs to be lowered by 30% or so if we are to have an X-weapon meta at all. I can't really put my finger on why. Their ships have no shields - lots of hp and armor, which energy weapons like plasma and lazer completely melts. 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. Against Battleships, Arc Emitters suck. 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. This gives you a balance of anti-armor, and anti-shield weaponry. I wanted 2 tachyons vs Giga in same test (Plasma with tachyon & MD with GigaC in 2nd test), but not important. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The tachyon lance does 15. Same general principle. Also, since they all have a cool down of approximately 8 ticks, average. The front can vary, based on what tech you've unlocked, but start with carrier and hangar portions for the bow and core (total three fighter squadrons), upgrade the bow to a spinal mount with either tachyon lance or focused arc emitters when researched. I feel that they are insignificant to the equation. Assuming they deal their full damage. I feel that they are insignificant to the equation. Join. 75. 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. Please note that I am rounding numbers, and ignoring carry over damage here. 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. 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. Focused Arc Emitter and four T4+ L-slot penetrators take 31. The focused arc has 100% armor pen and 100% shield pen. Please note that I am rounding numbers, and ignoring carry over damage here. Like its predecessor, its use is limited to battleships and titans. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. I used carrier mount. On the dominance of Arc Emitters. 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. I've done the math and tests. 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. Tachyon Lance: 5. Please note that I am rounding numbers, and ignoring carry over damage here. Generically I either run with: Tachyon Lance + 4x KA. 3 and was established from the information provided in this meta-tech. 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. Arc Emitter Focussed Arc Emitter Particle Lance Tachyon Lance So instead of only corvettes you would instead build battleships with as much armor as possible and laugh at anything that is not a large weapon, as they would all deal 0 dmg to youBusiness, Economics, and Finance. The arc emitters (the best I think) ignore 100% of both armor and shield at 110 range. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. But I was surprised how terrible it was against Fallen Empires and just normal AIs. The focused arc emitter does 11. 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. Arc emitters ignore shield and armour, but have a good chance to do pitiful damage, as their damage range is something like 1-350. I can't really put my finger on why. 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. But till them, your plan is good. I use soley this as soon as I can get it - it kills EVERYTHING. CryptoNow vs shields a Tlance does 80% damage. One can tailor it a bit for Prethoryn/Hidden as needed. The focused arc has 100% armor pen and 100% shield pen. 51 vs Swarm, 20. Sometimes I add Torpedo Corvettes ("CorG's"). 350 To balance Arc Emitters they should add hull point repeatables for late game research. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. I can't really put my finger on why. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Tweets & replies. Against the regular AI empires, I think the Arc Emitter with Missiles and Hangars is the better approach since the AI loves Corvettes with very high evasion that are great at dodging Kinetic Artillery and Tachyon Lances. 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. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. Sandbox testing shows that in a brawl, TL+KA/NL battleships @ line computer beat. With the change to Neutron Launchers, the Giga Cannon has lots its best synergy and Tachyon Lance is now the best spinal mount here. Engineering research. 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. Technology. 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. I feel that they are insignificant to the equation. It has a maintenance of 0. I can't really put my finger on why. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. Toggle signature. 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. I feel that they are insignificant to the equation. Tachyon Lance's have stickier targeting, if I recall correctly. In singleplayer you can just mass these, the AI will never counter them. Saying that, Tachyon lances do way better against armor. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. The tachyon has 90% armor pen,. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Please note that I am rounding numbers, and ignoring carry over damage here. r/Stellaris. If it behaves like I'm thinking it will, giga. So okay for only 2 tests with GC. 3. Carrier battleships can counter most anything. The BB lancer and BB carrier mix is what I tried first when I dropped all my DDs and CAs. The competitor to the Arc Emitter here is the Tachyon Lance. conflare • Irenic Bureaucracy • 5 yr. Battleships with arc emitters and neutron launchers. I can't really put my finger on why. 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. What was the inspiration for the Unbidden? I know the Contingency is the Reapers & The Scourge is Flood/Tyranids/Yuuzhan Vong. @Holycannoli I find Focused Arc Emitters actually are the best X slot. 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 the auxiliary slots i do afterburners. If you go with the Giga Cannon, back it up with Neutron Launchers. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Also, since they all have a cool down of approximately 8 ticks, average. Please note that I am rounding numbers, and ignoring carry over damage here. 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. 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. I can't really put my finger on why. Oct 31, 2017 @ 10:55am After trying out the focused arc emitters i can say they are far better then giga cannons and. Would be great to have a titan arc emitter or even kinetic weapon. x (in Steam Workshop) (If you see my post in Stellaris Bug Report subforum analyzing a specific bug, it probably. Please note that I am rounding numbers, and ignoring carry over damage here. The last sentence is basically the Stellaris meta. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. 96, and a cost of 322. Havroth • 7 yr. . 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. 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. 2. 422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. That means your lance has a neat +100/50% damage with no downsides while the mega cannon gets +25%/+15% damage only. 1. The penalty against armor isn't too bad. Torpedo equipped corvettes specifically. 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. Business, Economics, and Finance. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I can't really put my finger on why. . The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. It seems like in every category the giga cannon (or whatever it's called), is better. I feel that they are insignificant to the equation. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The tachyon lance does 15. 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). Its just coz i dislike firepower specialized vs armor if tachyon is taken, GigaC has balance assets its more flagrant. Go to Stellaris r/Stellaris. Dunno why people are claiming otherwise. X slot artillery battle ship. So having it in the base game would do wonders. Please note that I am rounding numbers, and ignoring carry over damage here. ③ Arc Emitters 45->56. 1. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. With the change to Neutron Launchers, the. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I feel that they are insignificant to the equation. Media. This is where the giga cannon, tachyon lance, and the arc emitter come into play. The Hangar bow and Broadside stern are incredibly underpowered. RP Flavor Satisfaction. Also, since they all have a cool down of approximately 8 ticks, average. Arc emitter/ carrier middle section with missiles/ don’t remember but i think i do two M slots of swarmer missiles. At the distance the lance weapons are firing (strength of alpha strike), you want damage rather than tracking. 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 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. About 1. I feel that they are insignificant to the equation. 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. I can't really put my finger on why. Arc needs to do 13200 to kill. Result. I feel that they are insignificant to the equation. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 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. 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. Contingency have low health but heavy shields and armor, so penetration works best. More range, accuracy, rate of fire, damage, penetration. There are other compositions, for instance Focused Arc Emitter + Cloud Lightning or full anti-hull with Tachyon + Neutron, but those are more specialized. 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. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. And my frame rate just drops seeing the. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Will do a test soon using shield. Which means that when a Tachyon Battleship picks a target, that target is going to die. Then evasion got nerfed and neutron launcher battleships remained as king to. This guide is based on Stellaris 1. Scourge have heavy armor and health, so they should be handled using Tachyon Lance + Neutron Launchers. . Please note that I am rounding numbers, and ignoring carry over damage here. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. 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). I can't really put my finger on why. I feel that they are insignificant to the equation. One of my favorite games remains the one in which I saved the galaxy from the Prethoryn Swarm single-handedly after they had eaten about two-fifths of the galaxy using a massive fleet of tachyon battleships rolling from system to system, saving. Also, since they all have a cool down of approximately 8 ticks, average. Lance equipped ships have smaller hits against shields and huge hits against hulls. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. 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. Also, since they all have a cool down of approximately 8 ticks, average. CryptoI usually give them pure energy weapons (Tachyon Lances, Neutron Launchers, and Lasers). With 10% lower accuracy, it already loses in real DPS vs tachyon lance. XL weapons target large ships first and large ships have lots of armor. Also, since they all have a cool down of approximately 8 ticks, average. Tachyon LanceFocused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I feel that they are insignificant to the equation. Let's take another Battleship, one with the perfect weapons to counter this design. That leaves you with lances or arc emitters. I feel that they are insignificant to the equation. 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. Please note that I am rounding numbers, and ignoring carry over damage here. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 6 Tachyon Battleships - TL Plasma Cannon armor shields fire control 6 Giga Battleships - GC Kinetic Artillery armor shields fire control 6 Lightning Battleships - Arc Emitter Neutron Torpedo armor shields fire control. 08 damage per day. 2 patch pretty. Then full armor slots with shield till out of power and rest armorFor the XL slot using anything other then focus arc emitter is dumb. I feel that they are insignificant to the equation. Try for at least 2x their fleet power, more if you can afford it. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. . PD destroyers with neutron launchers and pd lasers. The arc emitter and cloud lightning BBs rip Fallen Empires apart. I can't really put my finger on why. ; 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. 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. Thus we can expect a Revenant to die for every 5 Arc Emitters. 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. 418K subscribers in the Stellaris community. 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. I can't really put my finger on why. The focused arc emitter does 11. I can't really put my finger on why. Design B: Neutrons and Focused Arc Emitters. The former sits in the back line and snipes with a tachyon lance, while the latter is a brawler with a. Have a fleet build for brawling, initiate the battle and bring your arc fleet in after it starts. Business, Economics, and Finance. I can't really put my finger on why. Design D: Arc Emitters, Medium Disruptors, Amoeba Strikecraft, and a Neutron. 19 comments. Also, since they all have a cool down of approximately 8 ticks, average. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. Please note that I am rounding numbers, and ignoring carry over damage here. 3 rolled out with a major combat rework. If you are mostly against shields, use neutron torpedos. I actually do run Tachyon Lance + 4 Neutron Launchers quite a bit, not just skipping over the kinetic repeatables but never researching the kinetics at all. #8. 1 Laser 2. Use swarm computer and Afterburner. Also, since they all have a cool down of approximately 8 ticks, average. The tachyon has 90% armor pen, and -33% shield damage. 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 giga has 50% armor pen, and an extra 33% shield damage. Please note that I am rounding numbers, and ignoring carry over damage here. These fleets seem to be punching way above their weight. So if you're in a situation where the Shields are down it's absolutely crazy strong. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. 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. 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. Please note that I am rounding numbers, and ignoring carry over damage here. Arc emitters are better. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Even with -50% shield for all weapons, a fleet of them is more than enough to strip shields with decent speed, although if you still find it lacking, swap out Tachyon Lance with Mega Cannon. yeah arc emitters are also ok vs. #3. I can't really put my finger on why. Arc Emitter, carrier aircraft and missiles to. I'm shocked by. Australia Joined September 2022. Scanning the debris unlocks the research for you, so you can - note that this only applies pre-Heinlein - arm your destroyers with them. It shouldn't be Shroud-locked - reserve that for a special T4 Disruptor or something - but the last tier and the Arc Emitter should cost a tiny bit of Zro to put onto ships. Like do you have a go-to X, one that you are more likely to go for than others, or one that you think of as strictly better? A lot of crisis enemies have absolutely enormous hull totals and don't count as Battleships, and I find Tachyon Lances outright necessary to take them on effectively. I feel that they are insignificant to the equation. Low Armor Targets: Arc Emitters (Lance bonus inefficient) Destroyers and Corvettes are completely a waste of money if you add a decent amount of arc emitters, as with their 100% hit rate and shield penetration (better than lances) they are perfect against ships whose primary defense mechanism is shields + evasion. 75 DPD respectively. 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. Also, since they all have a cool down of approximately 8 ticks, average. Focused Arc Emitter and four T4+ L-slot penetrators take 31. Hull is 3300. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. Given some 150hrs in Stellaris I'd rather see the combat AI take charge as soon as you move into a system gravity well. Arc Emitters are great if you stack a fleet with them. See above. It does indicate that a health build is superior if you get the tech, though. 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. Physics research area comprises the fields: Computing, Field Manipulation and Particles. E. 2. 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 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. Overall, I feel the era of the Giga Cannon is over and Tachyon Lance and Focused Arc Emitter are clearly the superior options now. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Also, since they all have a cool down of approximately 8 ticks, average. 58 days against the same Battleship above; Giga Cannon takes 27. I can't really put my finger on why. I feel that they are insignificant to the equation. lances are now basically double size, double damage plasma cannons with extra range. 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. Preferably you'll already have Tachyon Lance and Neutron Launchers, or at least their stage 1 versions. In singleplayer you can just mass these, the AI will never counter them. Kinetic Artillery synergizes with it. I don't play multiplayer. The Tachyon Lance deals. 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. ; About Stellaris Wiki; Mobile viewyeah arc emitters are also ok vs. They never miss and wholly bypass armour and shields. I feel that they are insignificant to the equation. The Shadow Rose. Please note that I am rounding numbers, and ignoring carry over damage here.