" Auxiliary Hardpoint Weapons: Auxiliary Light. Jagdverband 44's experience with the BK 5. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. EDIT: If I get the Enigmatic Decoder from the Enigmatic. That will allow you to test any combat situation (you may even create test map with all FE and Leviathans ;) ) For your question : disruptor became suprerior to railgun only vs targets with armor ~ less then 25-30%. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). Colossus Project ascension perk. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. 3 and was established from the information provided in this meta-tech tree:. It lacks the bonus to hull damage lasers have. But they are more effective at that with the Torpedo config using the Torpedo Computer (because they can't have Picket, and Line only advances to medium range which is above the range of small guns). M45 shotgun. 6 (II) , +2. a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). The fleet will still be armor tank due to NL deal little damage to small targets and CQC using autocannon still gets hard countered by armor. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. If you had to choose, which would you put on the majoirty of your ships and defense stations?Autocannon Turret The Autocannon turret is a significant improvement over the gatling turret in raw stopping power. "The Tachyon Lance has a weapon-specific effect of being able to pierce its EMP through shields, with the chance of this occurring related to the targets hard flux level. ago. There are many different types of weapons in the Settled Systems to utilize and modify. 5 fire rate, one of the highest of any weapon, they do 18 hull damage, and have a max power of 2 meaning you can have 6 of these little war crimes. For example the ancient laster (Cavitation Collapser), resembles normal lasers. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large- caliber (20 mm/0. 79 6. Same for shields, engines, power, etc. Content is available under Attribution-ShareAlike 3. Damage 34-50. mugshots ardmore, ok; sauce pizza and wine nutrition; henry marshall stephanie cole; pga tour priority ranking 2021 2022; can you have turkey bacon on optaviaSo the Cruisers could tank with small Plasma + Autocannon. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Data:Technology/tech nanite autocannon. Its DPS is 4. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. GoldNiko • Space Engineer • 2 yr. This weapons is also good vs armor due to being a burst beam. Requires an even greater energy supply to fire than a standard railgun. But they're highly specialized due to their short range, poor accuracy, and uselessness against armor. . So one is for evasive and fast ships, the other for big broadsiding ranged ones. Stellaris. even on the autocannon's worst target it has 40% the effectiveness of plasma. This guide is based on Stellaris 1. KA + Plasma basically. See Armor page for details of beam vs armor. Jump to latest Follow Reply. I know is a stupid question but, what weapon from the ones I mentioned is better in what. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. startledastarte • 7 mo. 0 unless otherwise noted. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Kollatius World of insanity, details and knowledge. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. Just swap the artillery core for the carrier core and leave everything else the same. Well it depends largely upon what combat role you wish to serve in EVE. The balance of gatling guns to others might be off. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. Mega Cannon is the go to choice because it reaches the enemy before other weapons due to X-weapons larger range and kinetic is good against the shields. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. Barrage is useful if you're fighting at long autocannon range, and Hail is useful to deal extra damage against targets which are easier to hit. Which of these tech is better in the long term?Autocannon [edit | edit source] Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. Player is normally able to fit those only on Small slots. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. The damage malus to armor seems pretty bad, and that's why you put the Plasma Cannons which have a 100% bonus to armor to counteract it. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. that is a 325% difference in base DPS before adjusting for modifiers. Lasers, missiles and railguns all have their individual strengths and weaknesses. 3 Jishaku Nd RF Rapid Railgun Turret. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. research_technology [technology ID]. Since new turrets and block weapons have been added I want to try and use them more, but I'm curious what the best roles are for them on a large vessel. shields is probably simply due to them firing so fast and shields having no. 33 4. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. 2. lasers are outgunned by plasmas. Hull. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. As anti-shield weapon is also better then T3 railgun. The resulting. KE-20A Autocannon A 24 Ballistic KE-31 Cannon A 46 Ballistic KE-31A Autocannon A 58 Ballistic Mauler 104L Autocannon A 08 Ballistic Mauler 104L Cannon A 04. It depends on your target. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. This advice has revolutionised my fleets. Mathematically speaking, you want to replace the 3rd autocannon on your corvette with plasma when the target has defense ratio where approximately 2. Any tips on what situation/role which weapon class wins out?As it says. When choosing a reactor the first thing to consider is which class of ship you want. I almost never use autocannons but I usually research them pretty quickly to get to flak. Check the tooltip to see if there is. 2 armor, 1 shield. Results were similar to the last round. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. The ratio of hull vs armor and shields does also drop off before you get into repeatables. However, point defense occupied P slot that isn’t always available. [M] and weapons only. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Railguns. General rule of thumb, if you have a small weapons slot, put an autocannon in it. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. 41 5. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. Living Metal and Zro are kinda weird resources because they have very few uses. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage when you take into account bonuses against shields and hull. Anti-Shield specialty. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. phase distruptors suck big time. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. Null void beam (S, L, M) - can be obtained via researching void. Complete list of technologies at Stellaris . r/Stellaris. This week’s topic is the combat rebalancing planned for the Stellaris 3. The only exception is when you’re countering something specific. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Computer/Position: Line. This page was last edited on 15 May 2016, at 13:01. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. Wszystko Dyskusje Zrzuty ekranu Prace graficzne Transmisje Wideo Warsztat Aktualności Poradniki Recenzje Stellaris > Dyskusje ogólne > Szczegóły wątku. Description. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). 31. For instance, and tying back to this post I made a couple of weeks ago, a Kinetic Battery (Tier-3 but only L-slot) is 12K tech past an Advanced Railgun while a Gauss Cannon (Tier-4 and S/M/L) is 16K tech past ARG. Starfield:Weapons. laser, where plasma, where rocket to adapt to. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. Any tips on what situation/role which weapon class wins out?As it says. phase distruptors suck big time. Stellaris Wiki Active Wikis. Physics research. Small autocannons use regular S slot and seem to have comparable stats. So they'll do some damage to Corvettes and Frigates (size 1), but do more vs Destroyers (size 2), Cruisers (Size 4) and so on against bigger and bigger targets. If you tech up missiles, throw an autocannon with em. I have a choice of either taking the Railgun or Autocannon tech branches. AC have a max range of 30 and can only be small. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. Missile Weapons: Deals an equal amount of damage to their hull and shield at the cost of being. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. Which of these tech is better in the long term?éven in the books lasers dont play a role in combat as guns, but rather for communications and target marking. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. Railgun is a universal turret. 749. I have a choice of either taking the Railgun or Autocannon tech branches. Autocannons are good on corvettes. Ship Modules are parts used in the construction of Ships. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. And. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. they 7. 5 day, and deals only 25% damage vs armor so it deals only 3 damage per day to missiles as long as those has armor, and 6 to hull, so it needs 5 shots (3 days) to destroy regular missile, so its more than half effective as PD, but lets assume its half for easier calculations, so it CAN. Jump to latest Follow Reply. Oof. Auto cannons are better against small LG ships, slower rate of fire but decent punch so you can take out the important bits like weapons and thrusters. Hull DMG – how much damage it does to structures/hulls. After couple of hours of spreadsheets and playthroughs on GA 4x All Crisis (0,25 habitable worlds) , I have made my statement which can help people to find their 3. 61 5. But it also penetrates armor by 50%. Essentially the PD destroyers swat away the fighters while the artillary does the damage, all of the PD's essentially just tangle up the fighter swarm and they never reach the destroyers in the back firing on the carriers. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. It says to double engagement range. For example if your colony was within 4 direct jumps of your homeworld but you didn't control the direct route but a longer circuitous one when it was founded, would have it enter the frontier sector until you had owned all the systems of those 4 jumps then the core sector update would make it switch to the core. 32, 5. A decent monoculture vs AI = Battleship with Spinal Arc Emitter at the front and Hangers at the back with disruptors everywhere on the weapon. Autocannon & Plasma Cannon series. If you tech up missiles, throw an autocannon with em. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 06 Plasma vs Autocannon 11. M90A shotgun. g. XL: LanceStellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A NethereseWyvern • Additional comment actions. Kinetic Weapons in Stellaris also come in multiple categories. 97 Lance vs Kinetic 16. If you had to choose, which would you put on the majoirty of your ships and defense stations?If you had to choose, which would you put on the majoirty of your ships and defense stations?If you had to choose, which would you put on the majoirty of your ships and defense stations?vladzio jaworowski d'attainvilleRailgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. Assume I am using the Tier V. 81 5. ago. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. 极度先进的自动火炮,射出的弹药可以在接近目标时引爆成一片纳米机器人云,以此过载目标的护盾并蚕食其船体区段。. 2 and I'm wondering what the optimum fleet mix is and the best weapons. When used en masse it can completely overwhelm defenses of most ships in the. 2 (I) , +1. So as long as you have enough of both types you won't have any problem getting. Sammy. I have a choice of either taking the Railgun or Autocannon tech branches. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. Being the largest faction, as well as one of the most developed, they produce large quantities of raw materials and industry, including owning a Pristine Nanoforge on. Ballistic Weapons: Damage enemy ship’s hull. And the look pretty cool pew pew) M: Plasma (The autocannons of corvettes and the KA ripped of the shields so the plasma can hit hard) L: 50/50 KA and Neutron Launchers. #5. Storm fire has really good tracking and dps for a small range, however the low damage per hit will give enemy fleets a lot of chances to escape the fight. kinetic are outgunned my kinetic artillery. Dec 16, 2016. That said, the autocannon seems like the best non-penetrator for small slot. Strike craft with [M] and. Do I have all the above right? If its something different than the wiki should be updated for clarication. The Dual Heavy Beam Laser tracking is 1. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?Flak + 2x Autocannon PD + 2x Autocannon Both have the swarm computer. Its mostly a. hull: 4. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. ). znihilist. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. As part of a synergistic design, Autocannons are a great weapon. On battleships, late in the game. ago. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. In addition, while most M weapons are 2x and. Best Ship Weapon Overall: Atlatl 280C Missile Launcher. Any tips on what situation/role which weapon class wins out?Stellaris. So a Tech 2 Railgun can be 10% better. It has zero weight and nothing increases it. GoldNiko • Space Engineer • 2 yr. All types of planets. Long range turret. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. 76 Rare Crystals, penalty vs. Honestly, I don't even bother with mass drivers at all. But because the range is abysmally short, they are useful only in the player’s hands, on dedicated ships designed to fight in close quarters. Each one is like a different place on a game board where you can use different weapons, like cannons, lasers, and missile. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. Mono-cruiser fleets are totally viable. AHostOfIssues • 4 yr. Hello all. Perception and Willpower are the attributes most important for training gunnery skills. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Ditch the Tachyon lance unless you're going up against Prethoryn. How to Beat the Scavenger Bot in Stellaris. Any tips on what situation/role which weapon class wins out?1. With so many different weapon modules to choose from, combined with. Torpedo corvettes with autocannon. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Extremely effective against small grids such as fighters and rovers. Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. 3 auto > railgun I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Additionally, weapon range is the most common determinant of engagement range, and it can be very useful to combat-lock a fleeing enemy from across the system. As it says. Shield DMG – how much damage it does to shields. to do significant damage a laser need a bit of time, and in the moment the "impact" is recorded the target just needs to shift its position to weaken the beams efficiency. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. Flak cannons have actual flak clouds, fighters move as small groups and weave between ships (instead of just circling), projectiles are individual instead of this autocannon's constant "laser" of projectiles that really just looks like a. 1 torp, 1 disruptor corvette. 99 DPS. 50, vs Gamma lasers at 6. ago. Autocannon fleets don't even make it to the enemy =/ Granted, when they do that's when they actually do put out the damage they say they do, but until then it's counting your ships exploding. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. Lasers would look for ships without shields and prioritize them, etc, etc. Mar 14. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Maybe as an anchor for your brawler line as a sort of fleet carrier. All Discussions. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Frigates are an advanced version. Other Fun Options. Maybe as an anchor for your brawler line as a sort of fleet carrier. 1. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Legacy Wikis. UNRS Voyager has atomic torpedoes and multi-barreled autocannon, with the Space Marines armed with machine guns and (albeit nuclear-powered) flamethrowers. Which makes me wonder, what if all three have a place. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. They can protect your battleship fleet from torpedo corvettes. You dont really understand how much the super giga death laser the systemcraft has pushes its power level before you see it single handedly annihilate a fleet that shat on 3 Sigma Precursor Herculean (which are usually around 100+ Mill in fleet. I mean, otherwise people would be doing that over games every time. 792. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. Hull. Start doesnt matter because we will research others later - but im always confused here should i use e. Jump to latest Follow Reply. M57 Pilum. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Each missile has a 25% chance to stun the bug for 3 seconds. A carrier hanging back for its hangar's range,while having PD and Flak, and a cruiser with long and medium kinetics and lasers sitting at medium range. 1 czerwca 2020 o 0:36 Why do you have to use strike craft to use point defence? I don't get it, it would be so much better if you could just add a guardian or flak to any. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. If you had to choose, which would you put on the majoirty of your ships and defense stations?Nanite Autocannon and Flak. Noble. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Legacy Wikis. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Starfield features various ship-based weapons, and cannons and autocannons are among those. I think rail guns do better in this situation. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. That's until the enemy has PD in any decent number. 67. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. Legacy Wikis. It is a balance problem or I missed something?The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. 50% PDD+Autocannon+Plasma and 50% Autocannon+Torpedo for majority of game (you need Torps to kill Starbases and Cruiser+) And then Focussed Arc Emitter + 5x L Void Cloud + Admiral that gives +20% weapon range. 7132. · 5 yr. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. Eisenblume • 7 yr. Autocannons are extremely short range. 5 fire rate, one of the highest of any weapon, they do 18 hull damage, and have a max power of 2 meaning you can have 6 of these little war crimes. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. Max Power – how many power slots from your reactor can be put into the weapon. DPS is through the roof, hence why the fleet power with them is so high. Legacy Wikis. New Scenario: Asteroid Armory custom startlevel 1. They can be on the outskirts firing while the autocannon corvettes take up the front lines. The ship design will automatically update with the newer tech. It lacks the bonus to hull damage lasers have. g. I decided to compare 4 main types of weapon against each other on same ship designs. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. Neutron Launchers. The Dual 425mm Autocannon tracking is 5. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. Ancient Giga-Cannon Archaeotech Version (Don't Know Archaeo Name) The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Content is available under Attribution-ShareAlike 3. 84 10. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. KA + Plasma basically. Plasma has -75% damage vs shields. 24 , 24. 4. Legacy Wikis. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Weapon ranges play a very big part in ship combat. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Content is available under Attribution-ShareAlike 3. lasers are outgunned by plasmas. Summoning events. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. The ammo costs might balance the damage out efficiency-wise. Corvettes with Autocannon, double plasma mounts are ok. 99. First Choice. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Lance is ignored for, well, pretty much the same reason. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. Hi am new Stellaris player, I been playing with Ai and currently am fighting against AI with all level 3 Railgun’s on all his ship destroyer and corvettes . In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. Which means most light and medium ships. I just don't use a rail gun cos having fun with auto turrets n about to build that ship. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. Stellaris Wiki Active Wikis. For example the ancient laster (Cavitation Collapser), resembles normal lasers. json. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Autocannons (AC) track better (which makes them better at hitting fast and close range targets), they have a higher rate of fire, and they do more raw damage. 75 I do try to make things more interesting in my Mod, for example. Content is available under Attribution-ShareAlike 3. It's OP as all heck. Ascension perks. Which of these tech is better in the long term?In conclusion I would suggest going about 50/50 in gatlings and autocannons and if you have the resources and power required: throw in a custom made small railgun turret, because the latter will hit small/ fast drones much more reliably than the assault or artillery cannons. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. 08 Stormfire Autocannon 5 S 7. ; About Stellaris Wiki; Mobile view Laser vs Railgun 11. Long ranger weapons sacrifice this for more distance (which does help hit faster targets too) We will look at short. The coilgun has an accuracy of 75%. When I first started playing the game I thought when you researched a tech in one weapon tree it increased the cost of researching other weapons from other trees, which I thought was pretty cool from a balance point of view and RP as well. 3. 63 4. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). Max Power – how many power slots from your reactor can be put into the weapon. Reply. And yes, it's unintuitive and maybe should be changed. ) then you can check a box that says "Auto Upgrade". The only exception is when you’re countering something specific. kinetic are outgunned my kinetic artillery. Stellaris. 5 instead of 25. Content is available under Attribution-ShareAlike 3. All codes for the game: The main list.