Stellaris autocannon vs railgun. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Stellaris autocannon vs railgun

 
 For example the ancient laster (Cavitation Collapser), resembles normal lasersStellaris autocannon vs railgun There are 5 designs that are "optimal"

I have a choice of either taking the Railgun or Autocannon tech branches. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. Both have bonuses to hull, and your DPS is decent. Small autocannons use regular S slot and seem to have comparable stats. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. Autocannon vs Railgun is more up for debate for S and M. . AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. Hello all. 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. Railguns now have a Penalty against Shields but literally twice the range of Lasers. Its DPS is 4. 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. I just returned to playing the massively changed game in 2. 06 3. 75 I do try to make things more interesting in my Mod, for example. One hit from this thing can take down anything but the sturdiest mechs. 3. This means that there's a 67% chance of the shot connecting and doing damage. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. kinetic are outgunned my kinetic artillery. While autocannon is strong one in early fights it's quickly became obsolete. Requires an even greater energy supply to fire than a standard railgun. Assume I am using the Tier V. Hello all. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Two autocannos and a plasma makes them quite good. So what you can do is just make a design of corvettes with 4x autocannon, and you’ll have on paper, strongest fleet in the galaxy from very early on in. So if your wars are with vettes & few destroyers - it will shine. You. 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). First Choice. 03 10. Stellaris' recent 3. M gives decent range boost so your railguns and autocannons are hitting at similar range. Mar 14. Missile weapons currently are hot garbage, their "homing" function barely homes at all, so unless you're fighting a capital ship they're a waste of a turret slot. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. Set Defensive Pact Members [my lone vassal]. 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. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. Getting anomalies. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. Set Attacker Offensive Vassals [my three vassals]. Pyrrhus_the_Epirote. [1] [4] [5] The M66 has a power draw of 8 megajoules. 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. What is better for dps? Afterburners modify Combat Speed, not Evasion. The 425mm autocannon is the largest medium AC. 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. The ammo costs might balance the damage out efficiency-wise. 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. They're strictly superior to railguns when used with torpedos. Game start, 1PD, 2 lasers. It keeps changing. A railgun (also spelled rail gun) is a linear motor device, typically designed as a weapon, that uses electromagnetic force to launch high- velocity projectiles. 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). 3 and was established from the information provided in this meta-tech tree:. The resulting. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. A tag already exists with the provided branch name. As anti-shield weapon is also better then T3 railgun. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. Not sure about projectile weapons, but the highest meta-level Tech 1 Railgun does the same base damage as a Tech 2 Railgun (and it has a higher optimal range). Hello everyone, I recently wondered about the usefulness of Mass Driver compared to Autocannons which I find much more interesting on paper, the high tracking of autocannons and their high DPS make them really interesting, their only disadvantage being their short range and their very low damage against armor but I've. Sammy. Not necessarily it seems. Railgun is starter. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. I almost always prioritize rail/coil guns and mega/giga cannons. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. Report. Autocannon rapid fire question. 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?The order of calculation seems to be something akin to: Set Attacker [Me]. A decent monoculture vs AI = Battleship with Spinal Arc Emitter at the front and Hangers at the back with disruptors everywhere on the weapon. 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). In Starfield, cannon vs autocannon is a debate. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. All Discussions. I have a choice of either taking the Railgun or Autocannon tech branches. As it says. 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. Dec 16, 2016. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 2 (I) , +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?As it says. armor, and +330% vs. 749. 6 composition, I advice : Also I cut back on power to lasers if I intend to board or the automatic firing turrets destroy the ship before I can board. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 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. Honestly got this only once or two; Direct competitor for S-size Mass Drivers; I'd say they got obsolete while you research Advanced railgun, i. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Jump to latest Follow Reply. This seems like a bug, as the code clearly says zero. laser, where plasma, where rocket to adapt to. ago. From its donning of the title "Fear Machine" to its invaluable use in today's clan systems, Railgun has certainly had its uses, proving time and time again that it is not a weapon to be underestimated. Inside your ship, there are three special places for these weapons. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. ago. However, point defense occupied P slot that isn’t always available. [deleted] • 7 yr. Any tips on what situation/role which weapon class wins out?Corvettes. Stellaris Guide. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. Business, Economics, and Finance. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. Start doesnt matter because we will research others later - but im always confused here should i use e. 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. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. If you had to choose, which would you put on the majoirty of your ships and defense stations?If I was good at Stellaris modeling, I'd so re-design the models and GUI to be steampunk-esque. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Lasers would look for ships without shields and prioritize them, etc, etc. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. | VirgiliusM 于8个月前 修改了 此页面。. Jagdverband 44's experience with the BK 5. The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. 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. Where as if you equip Regen Hull Tissue 1 slot is 3 HP per day, and 2. Report. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 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. A tag already exists with the provided branch name. 6*armor, which is usually true! AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. Rail gun ammunition comes as a multipart sabot with as. But it also penetrates armor by 50%. phase distruptors suck big time. If you don't have either, try and get them ASAP. Assault cannons are better against stationary targets such. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Disruptors do best in Corvette vs Corvette fights, but missiles do very well against starbases as the AI often loads them with short-ranged weapons that the missiles outrange, allowing for a trivial win. M45 shotgun. nimdabew. Again, in Stellaris, you are only limited by your imagination. It's OP as all heck. 7. So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. EDIT: For the sake of anyone's curiosity, I increased their damage by 15% and gave them all large amounts of shield damage with small amounts of shield pen. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. Its understandable since a single system craft is far far more than even ten of thousands titans. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. 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. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. Living Metal and Zro are kinda weird resources because they have very few uses. 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. 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. That’s it. 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. For M, S and L slots separately. KE-20A Autocannon is a Ship Module in Starfield. Autocannons are basically kinetic's version of plasma weapons - even stronger against shields than railgun, and even gets bonus damage to hulls, but weaker against armor in exchange. 0 unless otherwise noted. When used en masse it can completely overwhelm defenses of most ships in the. Data:Technology/tech nanite autocannon. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. Any tips on what situation/role which weapon class wins out?Stellaris. Any tips on what situation/role which weapon class wins out?Synchro Pulse, Autocannon, Corrosive Injector with Visions of Decay legendary sensor is the gear I'm using on most ships who want to fight up close. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. 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. 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. The Carrier computer has two values: It details the ship holds position at 150. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. Yes I'm actually talking about the gun called "autocannon". Which of these tech is better in the long term?Stellaris. shields is probably simply due to them firing so fast and shields having no. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. 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. Any tips on what situation/role which weapon class wins out?As it says. M99A2S3 Stanchion. What is better for dps?Afterburners modify Combat Speed, not Evasion. 31. Any tips on what situation/role which weapon class wins out?Stellaris. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. they 7. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. Weapon ranges play a very big part in ship combat. Rail guns get through the shields faster and can help the missiles deal with the armour as well. " Auxiliary Hardpoint Weapons: Auxiliary Light. Legacy Wikis. 4. 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. As a fleet 3. 2 and I'm wondering what the optimum fleet mix is and the best weapons. 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. Gatling guns do a good job against small fast targets like other SG fighters due to the high rate of fire. Jump to latest Follow Reply. Sectors can change depending on systems gained. 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. Light Needler is not significantly more efficient, and the. Ditch the Tachyon lance unless you're going up against Prethoryn. Autocannons are good on corvettes. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. Stellaris. 79 + 50% Armor Penetration vs 12. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. The other two nanite components the nanite flak battery and nanite repair system scale properly and are. Ballistic Weapons: Damage enemy ship’s hull. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. “The profiles on their datasheets have been overhauled, enabling us to better represent the. Now Flak: It deals avarage 6 damage per shot, reload in 0. Sciira • 6 yr. Kinetic Weapons in Stellaris also come in multiple categories. I'd personally. As anti-shield weapon is also better then T3 railgun. Firstly, if you also have Vanilla Expanded Vikings, get the crypto rifle. 0) Number of years since game start is lower than 5 (×2. This page was last edited on 14 October 2017, at 10:50. #5. If. ago. Creating ships. I strongly suspect the autocannon is strictly superior, with more DPS, range, and better chance for outright single-shot kills. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. 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?A detailed overview of Vanguard Hellfire Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. 0) Number of years since game start is greater than 15 (×2. This is also a great choice for the Ballistic missile range. Autocannons are close range shield shredders. 84 10. Its DPS is 4. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. 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. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Jump to latest Follow Reply. Reply. All types of planets. Mono-cruiser fleets are totally viable. 79 + 50% Armor Penetration vs 12. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for them to shoot at, the missiles have destroyed it all. g. EDIT: If I get the Enigmatic Decoder from the Enigmatic. I'm not completely sure about mid-game yet. We’ll begin with an exploration of the goals and intended scope of the changes, and then go into detail regarding what we’ve done. . 8 battleship - particle lance and kinetic artillery, even on armor/shield. 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. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. 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. 2. JVendin • 6 yr. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Hull DMG – how much damage it does to structures/hulls. As part of a synergistic design, Autocannons are a great weapon. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. He is also the dwarf you begin with in the tutorial. Honestly, I don't even bother with mass drivers at all. Assume I am using the Tier V. plasma meanwhile has 5% of the effectiveness of. 41 5. ISBN: 9781250854124 . And yes, it's unintuitive and maybe should be changed. 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. So as long as you have enough of both types you won't have any problem getting. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. Complete list of technologies at Stellaris . M90 shotgun. Corvette-based means a fleet of more than 50 corvettes that can have any type of loadout but should be built towards having as much evasion as possible. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. KE-31A Autocannon is a Weapon. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. You can up your tracking game with Auxiliary Targeting. 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. The autocannon is one of several ship weapons available for militarized spaceships. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. Railgun is a universal turret. Autocannon is better imo because it's the only gun besides the Driller's primaries that really effectively deals with the huge hordes of enemies. The only drawback is that if the enemy has a fleet you lose big time, even at 30 vs 30 mass drivers win with only 8 losses. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2. 50 Power: -2. Stellaris Wiki Active Wikis. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Neutron Launchers. 75. “R” key once you get a lock-on. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. For some reason, the game really values Corvettes and undervalues Cruisers. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. I did some research , and decided to design my own ships , I when with missal corvette and destroyer with Red laser, as AI put a lot of amor in his ships and ignore shields. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. ballistic weapon that deals energy C >Light Assault Gun – High DPS, >Heavy Autocannon – For when damage, is good against both but low damage per shot makes it you can't find HVD or need to spare armour and shields and deals B most useful against destroyer-tier points, though a good weapon on its some EMP damage as well. ). Check the tooltip to see if there is. The point of them is to put on corvettes in the mid/late game so that battleships have an answer other then "more battleships", but the ai in 2. Autocannon. 67. Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing pre-dominantly in one area though not exclusively). Which of these tech is better in the long term?The best Starfield ship weapons are the Torch-P 250MW UV Pulse Laser, the KE-42 Cannon, and the ATLATL 280C Missile Launcher. 25) Has Discovery Traditions Tradition (×0. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. armor: 5. I was sad to hear during the stream today that Autocannons wont be changed in 3. 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. Armor bias is due to most high tracking weapons being either shield penerating or kinetic making armor more useful against anything that can bypass the 90% evasion. Lasers, missiles and railguns all have their individual strengths and weaknesses. Legend : Brawler : Weaponry based of autocannon and plasma. But on a kinetic weapon that's obviously. They're strictly superior to railguns when used with torpedos. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-ArmourL gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. Once you have battleships, you want a mix of alphas (4 neutrons and an XL of your choice, I prefer tachyon) and carriers (same as alpha, but swap the core section for carrier and use autocannons and energy PD). Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Dangan PB RF Autocannon. As it says. Honestly, I don't. 0S. 17. Which makes me wonder, what if all three have a place. 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. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. Run Tachyon Lance, 3. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). 00. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. #1. Legacy Wikis. The starting default machine guns, the Autocannon is the weapon you start out. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Call it a railgun, a magnetic accelerator, a mass driver, a MAC, a Gauss cannon, whatever, they all refer to the same category: a weapon that uses pressure of magnetic fields instead of an explosive chemical reaction to. I mean, otherwise people would be doing that over games every time. ; About Stellaris Wiki; Mobile view Stellaris Guide. AC also have higher tracking and lower range. M gives decent range boost so your railguns and autocannons are hitting at similar range. Requires an even greater energy supply to fire than a standard railgun. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. My Battleship Fleets at 2430 have one Titan for the aura and 23 battleships with hangar bow carrier core and artillery stern, with a mix of PD and Flak and all weapon slots are fitted with gauss cannons. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. The same goes for just about every weapon out there regarding their specialty. 24 , 24. Laser vs Railgun 11. 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. Autocannons have a longer effective range and greater terminal. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. AC also have higher tracking and lower range. Tamsyn Muir's New York Times and USA Today bestselling Locked Tomb Series continues with Nona . 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. shields: 1. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. 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. (Technically the Engineer's secondaries can deal with crowds too but their low ammo makes them inconsistent when the game throws a lot at you at once) Both the Revolver and BRT7 can both be fined. 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. . Mar 19, 2018. · 5 yr. Lasers are usefull to unlock Tachyon lancers. Efficiency. M90A shotgun. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. 000 of disruptor cruisers with the cruisers loosing basically nothing.