Stellaris arc emitter vs tachyon lance. ereh egamad revo yrrac gnirongi dna ,srebmun gnidnuor ma I taht eton esaelP . Stellaris arc emitter vs tachyon lance

 
<b>ereh egamad revo yrrac gnirongi dna ,srebmun gnidnuor ma I taht eton esaelP </b>Stellaris arc emitter vs tachyon lance  Also, since they all have a cool down of approximately 8 ticks, average

57 days; Focused Arc Emitter takes 28. Kinetic Artillery synergizes with it. Also, since they all have a cool down of approximately 8 ticks, average. For instance, the Tachyon Lance + 4 Neutron Launcher Battleship design is terrible against Shields, but it has the lowest research cost of any max-tech Battleship design so you can field it much earlier and just brute force your way through shielding (also this design is terrifying during a space storm that disables shields). 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. Please note that I am rounding numbers, and ignoring carry over damage here. The FE version, has Focused Arc Emitter, 4 Medium Phase Disruptors. 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. mega-neur and tach-art-neur preformed equally, both killing the same amount of ships and in winning the same amount of engagements. I can't really put my finger on why. But Arc can ignore shield and armor, which occupy nearly 2/3 hit point of one battleship. 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. Emitter on its own is better than the lance in most cases, however it's not all of the ship armaments. Go for a mix of arc emitters and tachyon Lance's, along with kinetic artillery across the board. 1 Overview 2 Energy weapons 2. In singleplayer you can just mass these, the AI will never counter them. Please note that I am rounding numbers, and ignoring carry over damage here. See above. It takes 5k corvettes to match the dame of the arc emitter alone and I’d lose about 300 ships per day. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Some people are saying that Arc emitters are better than Tachyon lances against FE but I haven't tested it myself. 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. 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. 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've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Neutron Launcher: crazy-high damage output, very much a mini-Tachyon Lance. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Tachyon Lance’s Tweets. This is a less efficient design in general, but saves a huge amount of research. In singleplayer you can just mass these, the AI will never counter them. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. 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. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Gigacannon needs to do 12600 to kill. 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. I want spac to shutter once the titan fires this beam. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. You use a Shield Dampener Titan and just power through your downsides. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. The tachyon has 90% armor pen, and -33% shield damage. Giga Canon is inferior to the other options in all tests I've run, the targeting behaviour is just problematic. 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. 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. Tachyon Lance / Neutron Launcher battleships are a good design in general to complement AE/CL battleships, but they aren't particularly good against Corvettes and Destroyers since their weapons have bad tracking. These paths also accept some vulnerabilities in exchange for enormous research savings on the Engineering path. Dunno why people are claiming otherwise. Cloaking added. From what I can tell, the actual difference is difficult to observe. Use swarm computer and Afterburner. 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. 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. 350 /r/starsector, 2022-05-13, 07:37:24 Tachyon Lance. 84 Avg. I use Arc Emitters which stack with the energy weapon damage repeatable, since it goes through shields and armor I don't really see any use for the Giga cannon and Tachyon lance. I feel that they are insignificant to the equation. There‘s a massive difference in power gap for X slot (arc emitters vs tachyon lance or giga cannon) and L slots (Cloud Lightning vs neutron launchers or kinetic artillery) or S/M (Disruptor vs gamma laser/gauss cannon). Go for the Tachyon lance instead of arc emitter. The focused arc emitter does 11. Please note that I am rounding numbers, and ignoring carry over damage here. Small ships got faster with higher evasion. So if the enemy gets close to an all-big-gun fleet You can't shoot back. Also, since they all have a cool down of approximately 8 ticks, average. 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. I feel that they are insignificant to the equation. Precursor Clone, is based "loosely" on a load-out used by some of the Fallen Empires. I can't really put my finger on why. That leaves you with lances or arc emitters. Thus we can expect a Revenant to die for every 5 Arc Emitters. 3 Plasma Launcher 2. I can't really put my finger on why. The focused arc emitter does 11. Artillery Battleships (1X + 3L + 1L): Tachyon Lance and Neutron Launchers. 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. Yeah, the only thing that's doing work is Arc emitter in that ship, and the huge number of 56 evade Escorts will kinda put a dampener on that. I feel that they are insignificant to the equation. 2. 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. Also, since they all have a cool down of approximately 8 ticks, average. and the Tachyon lance build already. Please note that I am rounding numbers, and ignoring carry over damage here. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. r/Stellaris. More range, accuracy, rate of fire, damage, penetration. Against hull, lances have an effective +20% damage, and +166% vs armor, so they should be the clear winner vs unshielded enemies. Cloud lightning is dirt cheap, but will not help in the alpha strike and it deals poor damage. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Feb 25, 2018 @ 7:35am. KA are long range and each 1/3 of a Gigacannon in firepower. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. conflare • Irenic Bureaucracy • 5 yr. The Tachyon Lance + Neutron Launcher design is noteworthy for having the highest DPS of any ship design in the game, and just accepts a poor matchup against shielding. Business, Economics, and Finance. I enjoy Distant Stars 2 & Civilization. Penetration fleets work out decently normally and very well under certain circumstances because hull damage triggers withdrawals which oversell their damage somewhat. * I find the disruptor / arc emitter thing makes ME, only speaking for me, feel cheesy and un-fun. I can't really put my finger on why. I feel that they are insignificant to the equation. 1. Australia Joined September 2022. #3. Also, since they all have a cool down of approximately 8 ticks, average. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. Physics research area comprises the fields: Computing, Field Manipulation and Particles. This page was last edited on 6 April 2018, at 21:58. One can tailor it a bit for Prethoryn/Hidden as needed. I can't really put my finger on why. I feel that they are insignificant to the equation. 5 damage, if we divide that by its accuracy we arrive on 722,925 damage per shot. Currently penetrator weapons in general are king, if not countered. Please note that I am rounding numbers, and ignoring carry over damage here. If you can drone lasers work as a good plasma stand in early on so research mineing drone wreckage. With the change to Neutron Launchers, the. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. Also, since they all have a cool down of approximately 8 ticks, average. ago. 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. The focused arc emitter does 11. The tachyon lance does 15. However, when it comes to the L-slot weapons it's a different story. From what I can tell,. I can't really put my finger on why. The Focused Arc Emitter has equivalent range to a Tachyon Lance and its base damage output is 70% as high. 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 feel that they are insignificant to the equation. The arc emitters and cloud lightning can be replaced with pure anti-armor/hull weapons - tachyon lances and neutron launchers are ideal, and will always be hitting for bonus damage. 0 unless otherwise noted. 1/3 battleships are carrier with Tachyon lance, PD, Missiles (S), then I take the x2M stern. It does indicate that a health build is superior if you get the tech, though. Hull is 3300. I can't really put my finger on why. In a space storm, Tachyon Lance just murders things. In singleplayer you can just mass these, the AI will never counter them. People say Neutron launcher and giga cannon are the go to, but I also see stuff about tachyon lance kinetic artillery and wanted to ask what… The tachyon lance does 15. Battleships can have crystal plating (the cheap stuff) and primitive engine/reactor/sensors. Arc needs to do 13200 to kill. I can't really put my finger on why. Engineering research. Not sure of the current state. 23 votes, 22 comments. 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. 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. This page was last edited on 6 April 2018, at 21:58. I can't really put my finger on why. Please note that I am rounding numbers, and ignoring carry over damage here. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. . Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. 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. 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. Arc emitter battleships do fine against the unbidden and the contingency. Nothing wrong with using Arc Emitters - just that Tachyon Lances in 422 BB mono-fleet are generally better. So I might have Heavy A (kin) and Heavy B (kin) where the Battleships use kinetic, Heavy C (ca) where the Battleships are fighter carriers, or ones based on Arc Emitters or Lances. So having it in the base game would do wonders. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull points. When a Giga Cannon fires, it rips most of the health off that ship them switches target, you'll need someone else to clean up and finish that ship off. Please note that I am rounding numbers, and ignoring carry over damage here. Arc Emitters I'm pretty sure. I feel that they are insignificant to the equation. Use two afterburners on Battleships. 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. 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'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. Please note that I am rounding numbers, and ignoring carry over damage here. Havroth • 7 yr. I tried searching for mods, but found none up to date. 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. Its anti-hull damage is about two and a half. Logical-Table-3530 • 2 mo. 1 giga cannon, 2 artillery, the rest some kind of laser. I feel that they are insignificant to the equation. While the Tachyon Lance does have some nice damage. I feel that they are insignificant to the equation. Smaller craft and more corvettes in enemy fleet shifts weight heavily toward line. Please note that I am rounding numbers, and ignoring carry over damage here. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average. 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. Join. Also, since they all have a cool down of approximately 8 ticks, average. 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. ; About Stellaris Wiki; Mobile viewStellaris. 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. I feel that they are insignificant to the equation. 90 (that's already including accuracy difference!) 2) Tachyons have more important stats : armor is stonger then shield on larger ships, plus shield pen of arcs are backfiring your other ships - they can't support X-sized weapon fire. I can't really put my finger on why. Apr 1, 2018 @ 11:14pm. Tachyon is the default, Arc Emitter can be slotted in when you have enough repeatables for them to start smashing shit up / if you face Unbidden and need to chew past the shields. Same general principle. Content is available under Attribution-ShareAlike 3. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The cultist event chain lets you destroy an ancient shipyard at one point that's armed with particle lances. 60sec. The Tachyon Lance deals. 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. Please note that I am rounding numbers, and ignoring carry over damage here. This page was last edited on 14 October 2017, at 11:50. 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. 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. 1. This creates an interesting threat that is only really countered by the combination of heavy shielding along with crystal hulls. 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. Giga Cannon + 4 Neutron Launchers and Tachyon Lance + 2 Neutron Launchers + 2 Kinetic Artillery are popular. With 10% lower accuracy, it already loses in real DPS vs tachyon lance. In fact, the only +% hull bonuses out there come from being a Devouring Swarm or possibly a relic. 58 days against the same Battleship above; Giga Cannon takes 27. 350 To balance Arc Emitters they should add hull point repeatables for late game research. Also a question, does the arc emitter benefit from energy weapons research? If so, it becomes even more powerful late game, while hull always remain the same. I can't really put my finger on why. Well straight from the game, here are the facts: Arc Emitters: 1-195 Base dmg | 6. The focused arc has 100% armor pen and 100% shield pen. I feel that they are insignificant to the equation. I used carrier mount. 90 vs Queen, 20. #2. yeah arc emitters are also ok vs. If you go with the Tachyon Lance, back it up with a 50/50 mix of Neutron Launchers and 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. . I feel that they are insignificant to the equation. . 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. The focused arc emitter does 11. Also, since they all have a cool down of approximately 8 ticks, average. There seems to be a slight issue in regards to the balancing of the Contingency crisis all in all. Has no use against. Lance equipped ships have smaller hits against shields and huge hits against hulls. The Focused Arc Emitter is the weird one here. Also, since they all have a cool down of approximately 8 ticks, average. 14 daysSpinal mounts are better than 2xL, neutron launchers rule the L slot, so Spinal mount weapon + 4 Neutron launcher is the default. I can't really put my finger on why. KA are long range and each 1/3 of a Gigacannon in. giga cannons are double damage double size gauss cannons with extra range and arc emitters are only good for killing corvettes. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. The penalty against armor isn't too bad. There are three artillery loadouts that I use. . 40 disruptor corvettes full afterburners vs 6 arc emitter carrier battleships with whirlwind missles and pd. I feel that they are insignificant to the equation. 200% efficiency against armor and shield while dodging all heavy. Master Zone. 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. The tachyon has 90% armor pen,. Gray Tempest and the end game crisis and arc emitters are good enough vs AI trash and good vs stuff that matters. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. This gives up the immediate power on the first volley since the Kinetic Artillery have less range (so the Tachyon Lance's first volley will hit into shields) but it will have overall higher damage output over the course of the fight. Please note that I am rounding numbers, and ignoring carry over damage here. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. 19 Following. If you've been playing stellaris since its 1. Put L-only weapons of your choice into the L slots and either Tachyon Lance or Focused Arc Emitter into X and enjoy steamrolling everything that moves. I feel that they are insignificant to the equation. Not having to tech into kinetic weapons. | 105 Range | 14. I feel that they are insignificant to the equation. Reply. I feel that they are insignificant to the equation. Focused Arc Emitter and four T4+ L-slot penetrators take 31. 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. It stunk. 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. I read somewhere that people were debating which one to get. Please note that I am rounding numbers, and ignoring carry over damage here. My Unofficial Patch to Stellaris 2. So that’s 2M damage per week. Please note that I am rounding numbers, and ignoring carry over damage here. I can't really put my finger on why. If you are mostly against shields, use neutron torpedos. Tachyon Lance's have stickier targeting, if I recall correctly. Ditch the Tachyon lance unless you're going up against Prethoryn. 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 . Against a pure T6 armor fitted BS (which is impractical) the Tlance still deals 70% damage which is 175. NK_2024 Collective Consciousness • 3 yr. 0 days you've must still remember the tachyon lance battleship fleet annihilating everything at its wake. The focused arc has 100% armor pen and 100% shield pen. You only want to. The AI doesn't use enough Torpedoes, and will lose most of their Torpedo ships on approach to Arc Emitters and Missiles, and the remainder are picked off by the PD of the Carriers. I can't really put my finger on why. ago. 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. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. They have the tracking to wreck corvette fleets and the shield/armor pen to wreck cruiser and BS fleets. 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. Their damage is somewhat unreliable but since it ignores shields and armor entirely its worth the gamble. 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. 19 comments. I can't really put my finger on why. 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. 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%. 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. 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). Would be great to have a titan arc emitter or even kinetic weapon. What was the inspiration for the Unbidden? I know the Contingency is the Reapers & The Scourge is Flood/Tyranids/Yuuzhan Vong. These fleets seem to be punching way above their weight. I can't really put my finger on why. I can't really put my finger on why. 2 DiscordDraconequus • 5 yr. . I can't really put my finger on why. Also, since they all have a cool down of approximately 8 ticks, average. 135. With arc emitter the shield hardeners are definitely more important. I can't really put my finger on why. On the dominance of 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. The desire to outsmart the AI is satisfied as summarized above. Mixing kinetic and energy is a bad idea because they’re different repeatables. So slower fleets with the wrong computers are helpless. Arc Emitter + Strike Craft is surprisingly decent, by the way. One can tailor it a bit for Prethoryn/Hidden as needed. 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. For this test, my fleet cap was 43, so I could support 86 naked corvettes (twice my fleet cap) for 86 * 0. I've heard a lot of people say they prefer the lance series of super weapons over the giga cannon and arc emitter. I feel that they are insignificant to the equation. Please note that I am rounding numbers, and ignoring carry over damage here. The reason arc emitters/focused arc emitters (which deal 105 dps) paired with other penetration weapons are so good is that there's no repeatable technology to increase ship hull. Please note that I am rounding numbers, and ignoring carry over damage here. Please note that I am rounding numbers, and ignoring carry over damage here. This gives you a balance of anti-armor, and anti-shield weaponry. Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best “all-rounder” ship. It's Artillery Battleships, X+LLL+L slots. 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. 25 ③ Tachyon Lances 35->43. Generically I either run with: Tachyon Lance + 4x KA. Thing is, Arc Emitters have an average DPS per slot lower than T1 point defence. Go to Stellaris r/Stellaris. If you go with the Giga Cannon, back it up with Neutron Launchers. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. I feel that they are insignificant to the equation. Also, since they all have a cool down of approximately 8 ticks, average.