The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. 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. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. 79 Badges. Titans. KE-31A Autocannon is a Weapon. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Assume I am using the Tier V. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. shields: 1. Carrier battleship. If. I almost never use autocannons but I usually research them pretty quickly to get to flak. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. #5. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. " Auxiliary Hardpoint Weapons: Auxiliary Light. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Mono-cruiser fleets are totally viable. 11 + 100% Armor Penetration vs 15. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. shields of -50% instead of -25%, bonus vs. Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. ago. phase distruptors suck big time. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. The KB and the L-slot GC have the same Alloy and Motes costs (although more Power is needed for the KB) and end up netting out at. Heavy Railgun: "Large diameter railgun with formidable stopping power. It’s because the numbers can be misleading, as the numbers are inflated. 0 unless otherwise noted. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. 79 6. It is believed that land or ship-based railguns with Mach 6 capabilities have effective ranges of more than 100 miles. 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. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large-caliber armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles fired by a machine gun. But they're highly specialized due to their short range, poor accuracy, and uselessness against armor. IguanaTabarnak • 2 yr. “The profiles on their datasheets have been overhauled, enabling us to better represent the. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. 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. Tamsyn Muir's New York Times and USA Today bestselling Locked Tomb Series continues with Nona . 7. 5 instead of 25. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. To be completely serious: no Lasers are not meta. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. Fix Autocannons (Fleet Power via Damage) Thread starter NotAYakk; Start date May 4, 2023; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. You. As anti-shield weapon is also better then T3 railgun. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Neutron Launchers. 4. So one is for evasive and fast ships, the other for big broadsiding ranged ones. The disadvantage longer term is that repeatable tech bonuses are split across energy weapons in physics and kinetics in engineering. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. Costs 900 Engineering; Unlocks Autocannon; Railguns. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. 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). Jump to latest Follow Reply. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. 6 (II) , +2. Anti-Shield specialty. They can be on the outskirts firing while the autocannon corvettes take up the front lines. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Just remember to only fight at max distance or. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. M57 Pilum. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. I just returned to playing the massively changed game in 2. This guide is based on Stellaris 1. KA + Plasma basically. . If you tech up missiles, throw an autocannon with em. 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. Short range weapons are better DPS and are more able to hit smaller and faster targets. Creating ships. M gives decent range boost so your railguns and autocannons are hitting at similar range. Round 3 was the same vessels, but with arc emitters. 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. A tag already exists with the provided branch name. The only Ray Gun we see is a cumbersome crew-served. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. The 425mm Autrocannon tracking is 33. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. Physics research. 17. Rate of fire: Fast; Spread: Wide; Flight speed: MediumAlternative companion weapon components for vanilla weapons that deal damage to the opposite defense type (shield/armor). All Discussions. 0) Number of years since game start is greater. Try it out in the Ship Designer. ImperialForce9 Jan 15, 2022 @. 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. The range is just awesome. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. 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. 25 / ×2. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. ago. Max Power – how many power slots from your reactor can be put into the weapon. Requires an even greater energy supply to fire than a standard railgun. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Report. (×1. 0) Number of years since game start is greater than 15 (×2. As it says. g. 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. 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%. You need a Class C reactor if you want to use Class C ship modules. r/Stellaris. Honestly, I don't even bother with mass drivers at all. json. 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). A great choice for both campers, who like to destroy enemies while hiding far away, and semi-defenders, that always move around the map. M gives decent range boost so your railguns and autocannons are hitting at similar range. The first fleet composition we will discuss is a Corvette-based composition. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. 63 4. 82*hull < 7. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. Light Needler is not significantly more efficient, and the. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. For M, S and L slots separately. Its DPS is 4. 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. Pyrrhus_the_Epirote. lasers are outgunned by plasmas. 78 4. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Complete list of technologies at Stellaris . General rule of thumb, if you have a small weapons slot, put an autocannon in it. Other Fun Options. As it says. Cruisers lost hard. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. ago. This advice has revolutionised my fleets. 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. From my understanding, Autocannons have a higher fire rate than Mass Drivers and the larger version ignore armor instead of having anti-shield capabilities (though they have no penalties against them). They can be on the outskirts firing while the autocannon corvettes take up the front lines. 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. 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. 29 + 100% Armor Penetration vs 12. 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. Do I have all the above right? If its something different than the wiki should be updated for clarication. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. So as long as you have enough of both types you won't have any problem getting. 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. Ship AI in stellaris is fairly smart. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. I have a choice of either taking the Railgun or Autocannon tech branches. 0 unless otherwise noted. ago. ISBN: 9781250854124 . shield, -50% vs. Hull DMG – how much damage it does to structures/hulls. Stellaris' recent 3. AC have a max range of 30 and can only be small. Best Ship Weapon for Hull Damage: KE-49A Autocannon or Vanguard Hellfire Autocannon. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Plasma Auto. 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. 76 Rare Crystals, penalty vs. I have a choice of either taking the Railgun or Autocannon tech branches. 0 unless otherwise noted. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. If you had to choose, which would you put on the majoirty of your ships and defense stations?The Gunner is one of the four playable dwarves of Deep Rock Galactic. 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. Well it depends largely upon what combat role you wish to serve in EVE. Sciira • 6 yr. 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. Hull. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. Autocannons are extremely short range. Railguns now have a Penalty against Shields but literally twice the range of Lasers. 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. The Word from the Studio. Original SC from the unmodded game has been converted into the laser SC. 6 fleet composition. · 5 yr. 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. #1. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 3. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. It keeps changing. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. Missiles are handled differently so we will cover those separately. 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. There are 4 main weapon types - Lasers, Railguns, Cannons, and Missiles. Stellaris Ship Design Guide 2023 [3. r/Stellaris. Gunner Best Build #4: Hurricane Generalist. 58 7. Recently heard about this trick about how weapon DPS makes a great contribution to fleet power and the autocannon just has a massive amount of DPS on paper. Content is available under Attribution-ShareAlike 3. kinetic artillery is a tier 6 weapon that outperfoms the generic massdriver line simply because there is no tier 6 mass driver ("advanced gauss cannon" or whatever). For kinetic weapons, you want a scientist with Propulsion expertise. 3. ago. DPS is through the roof, hence why the fleet power with them is so high. Honestly, I don't. Hello all. that is a 325% difference in base DPS before adjusting for modifiers. September 7, 2023. Kinetic weapons being good vs. I'd personally consider it one of the best weapons for its slot, honestly. Max Power – how many power slots from your reactor can be put into the weapon. If so Why don't autocannon (Stormfire pretty quickly) shoot at. ; About Stellaris Wiki; Mobile view Stellaris Guide. Colossus Project ascension perk. Hello all. So as for me it's one of the best starts, when you can kill some space cows for it (especially as I tend to ignore entire railgun tree if can). The KB and the L-slot GC have the same Alloy and Motes costs (although more Power is needed for the KB) and end up netting. That said, for other enemy types, you should pack some smaller weapon systems (M or S size) to hit opposing corvettes. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. 85 vs. they 7. “R” key once you get a lock-on. See Armor page for details of beam vs armor. M90A shotgun. [M] and weapons only. plasma meanwhile has 5% of the effectiveness of. kinetic are outgunned my kinetic artillery. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. As it says. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. A destroyer or cruiser fleet with great tracking and a plasma/autocannon setup will devastate a corvette screen easily, especially in the early–mid game. 3. ago. Game start, 1PD, 2 lasers. 75 I do try to make things more interesting in my Mod, for example. 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. Legacy Wikis. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). 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. I stick to Corvette spams until I can make Tesla Battlecruisers. Firstly, if you also have Vanilla Expanded Vikings, get the crypto rifle. So as for me it's one of the best starts, when you can kill some space cows for it (especially as I tend to ignore entire railgun tree if can). A decent monoculture vs AI = Battleship with Spinal Arc Emitter at the front and Hangers at the back with disruptors everywhere on the weapon. Round 4, I did 80 destroyers vs the cruisers. When choosing a reactor the first thing to consider is which class of ship you want. The projectile normally does not contain explosives, instead relying on the. You need Flak and Kinetic Artillery and they sit along the kinetic tree. 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. Ditch the Tachyon lance unless you're going up against Prethoryn. When used en masse it can completely overwhelm defenses of most ships in the. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. One hit from this thing can take down anything but the sturdiest mechs. 86 3. Hull- 9. Sectors can change depending on systems gained. Which of these tech is better in the long term?Starfield:Weapons. I decided to compare 4 main types of weapon against each other on same ship designs. Neutons in large. Hull DMG – how much damage it does to structures/hulls. ago. Railgun is starter. 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. 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. 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. Their main. I have a choice of either taking the Railgun or Autocannon tech branches. 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. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. Kinetic Artillery is the best Large kinetic weapon period. I have a choice of either taking the Railgun or Autocannon tech branches. Lasers, missiles and railguns all have their individual strengths and weaknesses. The best choice is to cause a lower-estimate local power surge, as this will cause the Expedition to proceed for only 50 Energy Credits. Kinetic Weapons in Stellaris also come in multiple categories. KA + Plasma basically. 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. The only drawback would be overkill, which is only an issue if you're facing a manhunting pack of ducks or something. If you had to choose, which would you put on the majoirty of your ships and defense stations?Autocannon VS Mass Driver, Plasma VS Laser As it says. They can protect your battleship fleet from torpedo corvettes. "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. I have a choice of either taking the Railgun or Autocannon tech branches. The gunship gets whatever floats the boat as its firepower is good enough. I have a choice of either taking the Railgun or Autocannon tech branches. Basics. ). Starfield is a sci-fi RPG being developed by Bethesda Game Studios. Against shields only and armor only. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. 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 way I imagined it was that you'd have energy weapons with a small bonus vs hull + armor (solid material defense) and ones with a more substantial bonus vs shields (energy / electromagnetic field defense). So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. Torpedoes fire slowly, and do extra damage based on how big the target is. Stellaris Wiki Active Wikis. 31. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. Two autocannos and a plasma makes them quite good. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. When used en masse it can completely overwhelm defenses of most ships in the. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. This page was last edited on 15 May 2016, at 13:01. So a Tech 2 Railgun can be 10% better. Damage 34-50. 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. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. Both have bonuses to hull, and your DPS is decent. Try it out in the Ship Designer. 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). Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Stellaris. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 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. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. Legacy Wikis. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. It lacks the bonus to hull damage lasers have. ago. 67. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. 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. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-Armour L gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. 79 + 50% Armor Penetration vs 12. 08 Stormfire Autocannon 5 S 7. 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. Railgun is a universal turret. Starfield features various ship-based weapons, and cannons and autocannons are among those. Start tracking progress. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. Hello all. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. • 3 yr. Inside your ship, there are three special places for these weapons. kinetic artillery is a tier 6 weapon that outperfoms the generic massdriver line simply because there is no tier 6 mass driver ("advanced gauss cannon" or whatever). Frigates are an advanced version. 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.