Reality Disruptor: The mother of all EMP weapons. It's basically the ultimate support weapons since you must sacrifice 30 OP and a large weapon mount for it, so I'm not sure where this would be a good pick. I've been thinking about making one Apogee a shield tank that also EMPs everything in front, other than that I'm kinda iffy with spending so much on a weapon that doesn't deal damage (ok it does very very little). This thing would probably be great against stations, but I'm yet to try it out there. Overall I like what it does and how it looks in combat, but I think it's yet another "looks broken on Doritos, kinda meh on player ships" situation. Now that I think about it, Radiant has large mounts to spare and it could work well there due to Phase skimmer system, but my current run doesn't have the skill to recovers them so it'll be a plan for another playthrough.
A criminally underrated weapon IMO. Very few enemy ships have 360 shields, so Reality Disruptor basically shuts down enemy weapons/engines at will. This greatly reduces the damage you receive and prevents the enemy ship from escaping once it gets into flux trouble, which means a much higher rate of actually finishing off an enemy, especially fast enemies with mobility systems. Also has a surprisingly low flux overhead for a large weapon - great for ships that are more limited by flux than mounts, and works in missile mounts for builds where it's not as cost effective to fully invest in Missile Spec + EMR + ECCM etc. For example, you could use it on the large missile mount of a Champion and focus on using the large energy + medium mounts for damage.
Also: doubles very well as PD, zapping entire waves of incoming missiles (completely neutralizes Squalls) and paralyzing fighter swarms.
Rift Cascade Emitter: The buffs made it much better, but as others have previously said many times, this thing has an identity crisis. It's a 1000 range beam that murders everything in close range, but your ships will mostly use it a near max range where it does like one explosion and that's it. That's a waste of flux and it feels bad. You could probably put it on a reckless officer with lower range weapons but I'm not a fan of my fleet having kamikaze ships. It's perfectly made for Doritos who come in your face to deal damage, less so for player ships. I mean I'm still going to continue using it since it looks so sexy.
The RCE buff wasn't as earth-shattering as people make it out to be: at max rifts (5), its total damage increased from 5250 to 6500, a 23.8% damage increase. Very sizable, but the previous version was already quite usable. It's actually a bit of a sidegrade since at long range (1-2 rifts) RCE does less damage than before; however, because the rift damage was changed to be much more back-loaded, RCE now has a lot more potential to utterly wreck targets when it successfully wraps around shields, especially against smaller ships.
I'm not sure why people say RCE has an identify crisis: you can use it where you'd normally use Tach Lance and receive extra hard flux damage (much more valuable now that HSA is borderline unusable again) + close range "insurance" for when ships get too close to a long-range ship. It's a bit flux-intensive when used this way, but quite worth it IMO. You can also use it where you'd normally use Plasma Cannon and receive extra long range sniping damage before your ship closes into range to use all its other weapons, and it has better stats to boost when you can proc all 5 rifts. In this scenario, it's actually quite flux-efficient:
- Rift Cascade Emitter (5 rifts): 6500 damage at 4500 flux per 6.5s = 1000 DPS (769 hard flux), 1.44 damage/flux, 500 beam hit strength, 750-1250 rift hit strength.
- Plasma Cannon: 750 DPS, 0.91 damage/flux, 500 hit strength.
Because of its multi-range versatility, RCE really shines on ships that are very mount-limited where a single large energy has to carry a lot of water in all situations. For example, it's far and away the best choice for the large energy on an Apogee. It's also completely broken on the Ziggurat, but that ship is a noob cannon anyway.
Rift Torpedo Launcher: I had crazy RNG that I'm yet to see this thing drop for me in 2 runs. Tested it a bit outside campaign and it seems like a super Antimatter SRM Launcher, 1.0 efficiency regenerating missile, but one that outright deletes everything it comes into contact with. Travels very very slowly but has high hitpoints so it appears balanced. I need to get this thing in campaign and properly use it to have a concrete opinion.
Because of how highly the AI prioritizes blocking the Rift Torpedo with its shield (rightfully so), it's primarily an anti-shield weapon for high tech - it'll hit shields 90%+ of the time unless used in linked pairs. Basically the same 1.0 flux efficiency as a Pulse Laser, but with 2000 range and a long delay before impact. The real value IMO is how you can use it to influence enemy AI behavior:
- Completely shuts down enemy venting in a wide radius.
- Locks enemy shields into the torpedo's approach trajectory to expose back for flankers.
- Protects vulnerable ships, discourage swarming, and creates space for venting since enemies are very hesitant to approach an active torpedo and want to back off out of its range.
- Creates openings by causing frequent overloads.
I think people who want to use it as a finisher to instantly delete ships are going to be disappointed at how badly it works in that role due to the terrible projectile speed, but it's actually a very tactically flexible and effective weapon when leveraged correctly.
Rift Cascade Emitter: I use this on the front 2 large slots for Paragon, in place of the Tachyon Lances I had. It's not strictly better, but it does have considerable advantages when mounted on the paragon on a beam build. The rift distance is based on the weapon current maximum range AFAICT. On the Paragon, the beam's range is over 2000 units, with advanced optics.
RCE has very strong synergy with all range extension (Gunnery Implants + Advanced Optics are basically required for max DPS) so it's strictly better than Tach Lance on the Paragon due to its ATC. That said, the Paragon isn't the most exciting or DP-efficient ship to use.