stellaris arc emitter vs tachyon lance. I can't really put my finger on why. stellaris arc emitter vs tachyon lance

 
 I can't really put my finger on whystellaris arc emitter vs tachyon lance  Please note that I am rounding numbers, and ignoring carry over damage here

422 BB - 1 Tachyon Lance, 2 Large Plasma, 2 Large Kinetic Artillery, 90% Armor, Capacitor, Shields. I can't really put my finger on why. I can't really put my finger on why. Kinetic Artillery synergizes with it. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. Personally late game I just use Battleships with a Focused Arc Emitter, 2 Phase Disruptors, and 2 Plasma Cannons. Please note that I am rounding numbers, and ignoring carry over damage here. Business, Economics, and Finance. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. So if the enemy gets close to an all-big-gun fleet You can't shoot back. Giga Cannon is good for synergizing with Neutron Launchers and Tachyon Lance is good for delivering consistent killing blows. Please note that I am rounding numbers, and ignoring carry over damage here. Mega cannons, not so much Terrain. Please note that I am rounding numbers, and ignoring carry over damage here. #8. 0 unless otherwise noted. I feel that they are insignificant to the equation. 1 Laser 2. . Also, since they all have a cool down of approximately 8 ticks, average. Mega cannons, not so much Terrain. 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. 139. 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Please note that I am rounding numbers, and ignoring carry over damage here. 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. They never miss and wholly bypass armour and shields. What was the inspiration for the Unbidden? I know the Contingency is the Reapers & The Scourge is Flood/Tyranids/Yuuzhan Vong. 84 Avg. Battleships with arc emitters and neutron launchers. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. With the change to Neutron Launchers, the. With arc emitter the shield hardeners are definitely more important. . Please note that I am rounding numbers, and ignoring carry over damage here. This is just not comparable. It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. Also, since they all have a cool down of approximately 8 ticks, average. 2 patch pretty. I can't really put my finger on why. I can't really put my finger on why. mega-neur and tach-art-neur preformed equally, both killing the same amount of ships and in winning the same amount of engagements. 5. CryptoIt is corvette spam. I can't really put my finger on why. Arc emitter is still your best weapon vs FEs, but I have to imagine that there's another design that has better performance against a wide variety of endgame threats. I feel that they are insignificant to the equation. The focused arc emitter does 11. 6 changes. 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. 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. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 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. I read somewhere that people were debating which one to get. 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. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. I feel that they are insignificant to the equation. I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. I can't really put my finger on why. Design B: Neutrons and Focused Arc Emitters. 1. 51 vs Swarm, 20. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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. Also, since they all have a cool down of approximately 8 ticks, average. giga cannons are double damage double size gauss cannons with extra range and arc emitters are only good for killing corvettes. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. In singleplayer you can just mass these, the AI will never counter them. Arc Emitters are great if you stack a fleet with them. Please note that I am rounding numbers, and ignoring carry over damage here. Artillery Battleships (1X + 3L + 1L): Tachyon Lance and Neutron Launchers. #3. It's still going to be a bloodbath as FEs have very very good tech. Also, since they all have a cool down of approximately 8 ticks, average. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Arc emitters are better. I can't really put my finger on why. x playthroughs. I can't really put my finger on why. 83 and 148. 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. I feel that they are insignificant to the equation. I can't really put my finger on why. X weapons are best used against other battleships and are terrible against Corvettes and destroyers because of their low tracking. It's stuck at a tech level behind Phased Disruptors, which in turn are stuck a tech level behind NL/KA and don't even come in L size. I wanted 2 tachyons vs Giga in same test (Plasma with tachyon & MD with GigaC in 2nd test), but not important. I recommend running brawler torpedo cruisers (torpedos/disruptors or torpedos/autocannons) and a 50/50 mix of carrier battleships (Focused Arc Emitter, Marauder Missles, PD, Strikecraft and Whirlwind Missiles) and artillery battleships (Tachyon Lance, Kinetic Artillery). Some people are saying that Arc emitters are better than Tachyon lances against FE but I haven't tested it myself. 0 unless otherwise noted. Against Cruisers and below, the evasion means Lances are worse, and Arc Emitters become the premiere XL weapon. 1/3 battleships are carrier with Tachyon lance, PD, Missiles (S), then I take the x2M stern. Please note that I am rounding numbers, and ignoring carry over damage here. ago. If you've been playing stellaris since its 1. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. . I'm shocked by. As shield hardener counters penetrator weapons. Tachyon Lance is particularly useful as an XL weapon because it doesn't have shield bonus so it focus fires at weakened targets (which Giga Cannon doesn't so much), but it also doesn't have shield piercing, which means that even if it fires at something that has a bit of shield it removes that shield and so that the next weapon that fires at it. Sandbox testing shows that in a brawl, TL+KA/NL battleships @ line computer beat. ③ ⮇ Tachyon Lances (Particles) : Tachyon Lance ② Disruptors (Particles ) : Small/Medium/Large Disruptor. 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. With arc emitter the shield hardeners are definitely more important. I can't really put my finger on why. The focused arc emitter does 11. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Its got a good alpha strike and tends to win vs everything or Focused Arc Emitter + 4x Cloud Lighting if I find it. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. The giga has 50% armor pen, and an extra 33% shield damage. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Would be great to have a titan arc emitter or even kinetic weapon. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Pd corvettes provide strategic mobility to the fleet. Content is available under Attribution-ShareAlike 3. I feel that they are insignificant to the equation. I can't really put my finger on why. 1) Tachyons have signifantly more raw dps then arc emitters : 24. It's also tenable to go with Tachyon Lance + 4 Neutron Launcher or Focused Arc Emitter + 4 Neutron Launcher, essentially neglecting kinetic weapons in order to save engineering research. I would advise using neutron launchers, strike craft or nothing in the other weapon slots. 75 ③ Focused Arc Emitters 35->43. I feel that they are insignificant to the equation. The Hangar bow and Broadside stern are incredibly underpowered. Battleship: Tachyon Lance, 4 Neutron Launchers - Artillery Tactics 80 range Titan: Perdition beam, 6 Neutron Launchers - Artillery Tactics 80 range I got rid of all the missiles and tried straight plasma III's, but again hit rate was not so good, so I went back to stormfire + lasers, while keeping battleship and Titan the same. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Not sure of the current state. 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. The Neutron Launcher and Tachyon Lance are the best anti-hull, while the Giga Cannon and Kinetic Artillery are the best anti-shield. I'd like to try and learn how to optimize each ship manually. 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. The Focused Arc Emitter is the weird one here. 200% efficiency against armor and shield while dodging all heavy. In comparison to the other 2 spinal weapons, the mega cannon and the arc emitter, it's the weakest in my opinion. Also, since they all have a cool down of approximately 8 ticks, average. . 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. I feel that they are insignificant to the equation. So, against contingency, the perdition beam is completely useless. I can't really put my finger on why. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. Also, since they all have a cool down of approximately 8 ticks, average. ③ Arc Emitters 45->56. No arc emitters or cloud lightning, just kinetic and non-penetrating energy with some explosive and strike craft mixed in. I feel that they are insignificant to the equation. 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. 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. 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. เข้าสู่ระบบ ร้านค้าThat's also why Tachyon Lance is better than Giga Canon and why Neutron Launcher is better than Kinetic Artillery. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Energy weapons are so strong against Armor and Hull that they offset the shield penalty completely when fighting normal empires. Giga Cannon got nerfed hard because the Neutron Launcher is no longer an L-slot weapon that can be placed on the same ship, and Focused Arc Emitter got nerfed since Armor and Shielding are now partially effective against it. I can't really put my finger on why. For PVP the Tachyon lance is king so I don't use anything else. 19 Following. 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. I feel that they are insignificant to the equation. There is only one type of beam, not like with the extra large weapons for the battleships (tachyon lance, ocused arc emitter and giga canon) #11. I feel that they are insignificant to the equation. This page was last edited on 14 October 2017, at 11:50. The cannon ignores something like 35% shield and 45% armor at 120 range. Please note that I am rounding numbers, and ignoring carry over damage here. ago So I can't say I've fully mathed this out and my basis for this argument might be off, but here's why I prefer a balanced mix of Giga Cannons and. I have all tech researched, so the choice is between the tachyon lance, focused arc emitter and the giga cannon. Their DPS + shield and armor penetration sound nice, but if you're unlucky, arc emitters could fire 10 shots with two-digit damage values. (Giga cannon, tachyon lance, arc emitter) and four L size weapons. 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. In a space storm, Tachyon Lance just murders things. At some point the devs invented the X(L) slot and changed some weapons, such as Tachyon Lance and Arc Emitter, to be X-only. 2 Anti-Hull 2. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. My typical flleet is : 1 titan with aura regen 20 bs carrier : arc emitter, hangar bay, medium missile x3 afterburner 5 artillery : tachyon lance , kinetic , medium missile ( to keep the x3 afterburner) I ilke having that extra alpha strike and armor damage . The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. CryptoHP vs Arc Emitter: 3000 / 85% Accuracy HP vs Giga Cannon: 7200 / 60% Accuracy Every Arc Emitter shot does an average of 850. Use swarm computer and Afterburner. 5. While the Tachyon Lance does have some nice damage. Also, since they all have a cool down of approximately 8 ticks, average. Also, since they all have a cool down of approximately 8 ticks, average. I feel that they are insignificant to the equation. The Arc Emitter is probably the single best X-slot weapon with its vicious alpha strike. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Carrier Battleship Anti-corvette duty for midgame battleship fleets Tachyon Lance, 1x Neutron Launcher, 2x Strike Craft, 2x Energy PD, 2x Autocannon Carrier computer Arc Battleship For fallen empires and the Contingency Arc Emitter, 6x M Disruptor, 1x Strike Craft Artillery computerI've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Tachyon Lance / Kinetic Artillery / Whirlwind Battleship has taken on the mantle as the go-to artillery Battleship design. In order of my most to least favorite: Tachyon Lance + 4 Neutron Launchers: the pure energy route may sound weird at first since you have nothing for shields, but the DPS of these weapons is so high that you just melt through shields anyways and there are other advantages. CryptoI'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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. These fleets seem to be punching way above their weight. Battleships with Tachyon Lance/Arc Emitter, Kinetic Artillery (Long ranged support). 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. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. #3. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. The focused arc emitter does 11. I can't really put my finger on why. Lances decimate armour, but are hopeless against shields. Cruisers with after burners can zip around a lot faster and are cost effective. I can't really put my finger on why. I can't really put my finger on why. Same general principle. The tachyon has 90% armor pen, and -33% shield damage. 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. Content is available under Attribution-ShareAlike 3. Small ships got faster with higher evasion. It has one of the highest DPS per slot ratings in the game, at nearly double that of the Arc Emitter. Hull is 3300. There's also Focused Arc Emitter + 4 Neutron Launcher which trades off the crazy killing power of the Tachyon Lance for the ability to bypass shields with the Focused Arc Emitter. 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. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. . I tested out different loadouts, including full plasma / tachyon and a carrier mix, and, in around a couple dozen fights, I would always lose at least ~7%. ago. vs a balanced defense setup lance + kinetic artillery will result in artillery quickly downing shields and then lance cutting through armor and hull. ago. The focused arc emitter does 11. . I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. Toggle signature. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I can't really put my finger on why. 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 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The giga has 50% armor pen, and an extra 33% shield damage. 01 vs 12. Hangar Core, Broadside Stern, line computer). Also, since they all have a cool down of approximately 8 ticks, average. An absolutely devastating weapon whose only real counter is high-evasion ships and the crystal hull components. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Tachyon Lances would win out against the Scourge due to them lacking shields, thus half the bonus of Arc Emitters is negated. I tried searching for mods, but found none up to date. 58 days against the same Battleship above; Giga Cannon takes 27. ; About Stellaris Wiki; Mobile view Arc Emitter is too random in damage, Giga has range plus the supporting KA is better than anything in the energy field. So slower fleets with the wrong computers are helpless. Also, since they all have a cool down of approximately 8 ticks, average. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Pd corvettes with disruptors and pd lasers, and afterburners. TN=Tachyon+Neutrons=Tachylon Lance in the XL slot, and 4 Neutron Launchers in the 4 available Large Weapon Slots. 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. As shield hardener counters penetrator weapons. But till them, your plan is good. Stellaris Real-time strategy Strategy video game Gaming. Also, since they all have a cool down of approximately 8 ticks, average. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. I can't really put my finger on why. This is where the giga cannon, tachyon lance, and the arc emitter come into play. 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. In a pinch the Null Void Beam can be used if you aren't teching into kinetic weapons, but it is very weak. Works pretty well against the ai. 96, and a cost of 322. I can't really put my finger on why. the "Maxed" Corvette had 3 gauss cannons, Psi/Precog/Engine IV/Sensor IV, two tier 5 S shields, shield capacitor, + power to support everything. I feel that they are insignificant to the equation. 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. This is a less efficient design in general, but saves a huge amount of research. Please note that I am rounding numbers, and ignoring carry over damage here. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. Go for a mix of arc emitters and tachyon Lance's, along with kinetic artillery across the board. 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. 96 minerals a month. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. I can't really put my finger on why. Works surprisingly well, and if you wait for a space storm to attack you're completely unstoppable. The competitor to the Arc Emitter here is the Tachyon Lance. I can't really put my finger on why. Sometimes I add Torpedo Corvettes ("CorG's"). Mixing kinetic and energy is a bad idea because they’re different repeatables. even if. As nonsensical as it would have seemed in 1. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Best. Like, in a vacuum against the Prethoryn it's roughly 5% worse than the Tachyon Lance, which is ridiculous because the Prethoryn are the best case scenario for Lance. Which means that when a Tachyon Battleship picks a target, that target is going to die. So okay for only 2 tests with GC. Please note that I am rounding numbers, and ignoring carry over damage here. . 1. . 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. KA are long range and each 1/3 of a Gigacannon in firepower. Against the crisis I think Tachyon Lance with Kinetic Artillery is the stronger approach since they have such massive hulls. I feel that they are insignificant to the equation. Tweets. Unbidden are heavily shielded, so penetration still works very well, and that's what I used. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. Tachyon LanceFocused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. From what I can tell, the actual difference is difficult to observe. 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. Cloud lightning is dirt cheap, but will not help in the alpha strike and it deals poor damage. Arc Emitter + Cloud Lightning is the combo. 1. 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. Will do a test soon using shield. Please note that I am rounding numbers, and ignoring carry over damage here. I feel that they are insignificant to the equation. Lance equipped ships have smaller hits against shields and huge hits against hulls. 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. 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. 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 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. 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. Business, Economics, and Finance. 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. 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. There are other compositions, for instance Focused Arc Emitter + Cloud Lightning or full anti-hull with Tachyon + Neutron, but those are more specialized. The tachyon has 90% armor pen, and -33% shield damage. Today i'll write about them for two reasons: 1. Please note that I am rounding numbers, and ignoring carry over damage here. Since we're building artillery we are going to want L slots, so for the middle section you'd choose the. They ignore shields completly. E. Tachyon Lance and Kinetic Artillery carry the day. PD and flak are actually pretty good vs both shields and hull, they only struggle vs armor. The choices amongst Tachyon Lance / Giga Cannon and Neutron Launcher / Kinetic Artillery are closer, as the FEs both armor and shields. And then sending different ship formations against different enemies, depending on what they're using. The focused arc has 100% armor pen and 100% shield pen. Forget shields since strikecrafts ignore it. 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. To balance Arc Emitters they should add hull point repeatables for late game research. I feel that they are insignificant to the equation. 5 and earlier you build carrier battleships with either a focused arc emitter or a tachyon lance (or ditch the slot, doesn’t matter much). 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. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Please note that I am rounding numbers, and ignoring carry over damage here. 77 days; But the test by Montu doesn't use all-kinetic or all-energy, so if the L-slots alongside the X-slot weapons are 3 NL and 1 KA: Tachyon Lance takes 27. I generally use artillery Titans with the nanobot cloud aura. I feel that they are insignificant to the equation.