Stellaris autocannon vs railgun. ) then you can check a box that says "Auto Upgrade". Stellaris autocannon vs railgun

 
) then you can check a box that says "Auto Upgrade"Stellaris autocannon vs railgun  The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection

4 carriers and the rest alphas seems to. We have 3 basic types, rockets, kinetics and lasers. But it also penetrates armor by 50%. Dec 16, 2016. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Ascension perks. If you don't have either, try and get them ASAP. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. It's OP as all heck. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. 50 Power: -2. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. Honestly, I don't even bother with mass drivers at all. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. They can be on the outskirts firing while the autocannon corvettes take up the front lines. 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). 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). So as long as you have enough of both types you won't have any problem getting. 1. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. 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. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. Generally speaking you also want to choose either kinetic, missile or. I think it is pretty safe to say the only reason to use penetrators are:Evasion has a cap of 90%, so this means an autocannon will have a 70% chance-to-hit (85% - (90% - 75%)) on your worst case target. New Scenario: Asteroid Armory custom startlevel 1. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. Autocannon. Heavy Railgun: "Large diameter railgun with formidable stopping power. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. You need a Class C reactor if you want to use Class C ship modules. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. Long ranger weapons sacrifice this for more distance (which does help hit faster targets too) We will look at short. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. ) then you can check a box that says "Auto Upgrade". The plasma launchers make great medium slot weapons to balance all the autocannons so. Stellaris Wiki Active Wikis. All types of planets. Null void beam (S, L, M) - can be obtained via researching void. 4 mini turrets - I need to look at the current game stats. Perception and Willpower are the attributes most important for training gunnery skills. M43 heavy machine gun. Also crystal infused/forged plating can add to hull. 99. Generally speaking you also want to choose either kinetic, missile or. Plasma or Lasers. As it says. the. You starting weapons should make up the backbone of your fleet throughout the entire game. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. 41 5. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 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. 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. That’s it. So if your wars are with vettes & few destroyers - it will shine. I place about 15-20 of each type in my mixed fleets (for a total of 30-40). 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). ISBN: 9781250854124 . Gunship : Stern S size weaponry giving +1 Utility (perfect for +1 afterburner)The mauler 104L Autocannon is a good one, I installed on the Shielbreaker ship and it deals with pesky spacers fast. 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. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. 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. All but one defense slot are dark matter shields, I have two shield hardeners and a reactor booster. 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. And yes, it's unintuitive and maybe should be changed. 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. 06 3. 75 vs. Barrage. 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. For M, S and L slots separately. DPS is through the roof, hence why the fleet power with them is so high. 0 unless otherwise noted. 2 (I) , +1. The range is just awesome. Yes I'm actually talking about the gun called "autocannon". Go to Stellaris r/Stellaris • by spiritofniter Illuminated Autocracy Point Defense vs Small Autocannons? When dealing with space torpedoes, the wiki says point defense (literal) is the solution. Getting traditions. It lacks the bonus to hull damage lasers have. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 06 Plasma vs Autocannon 11. vs. Their main. 24 , 24. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Costs 900 Engineering; Unlocks Autocannon; Railguns. Autocannon rapid fire question. Stellaris' recent 3. Colossus Project ascension perk. At 40 repetitions you have increased the damage by 200%. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. They can be on the outskirts firing while the autocannon corvettes take up the front lines. I think rail guns do better in this situation. We would like to show you a description here but the site won’t allow us. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. Again, in Stellaris, you are only limited by your imagination. “R” key once you get a lock-on. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. Basics. They both can work on the hull. It does a mixture of explosive and kinetic damage, a little. On battleships, late in the game. Living Metal and Zro are kinda weird resources because they have very few uses. M49 Vulcan. Jump to latest Follow Reply. Any tips on what situation/role which weapon class wins out?As it says. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. Start doesnt matter because we will research others later - but im always confused here should i use e. 4. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Read on to learn how to get KE-49A Autocannon, its requirements, locations, and stats. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. Armor- 12. but Laser + Autocannon or Plasma + Null Void is better. 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. Lance is ignored for, well, pretty much the same reason. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. Living Metal and Zro are kinda weird resources because they have very few uses. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. 25 with a +300% bonus (so basically 10 average damage) vs shields, but it is -25% for armor and hull, and seems best used to take advantage of its ludicrous weapon range. M99A2S3 Stanchion. So one is for evasive and fast ships, the other for big broadsiding ranged ones. Null void beam (S, L, M) - can be obtained via researching void. The other two nanite components the nanite flak battery and nanite repair system scale properly and are. I have a choice of either taking the Railgun or Autocannon tech branches. 15 4. As it says. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. Both have bonuses to hull, and your DPS is decent. 3. 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. List of resources. Tears apart moderately armored vessels and creatures with overwhelming. 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. 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. This weapons is also good vs armor due to being a burst beam. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. “The Leagues of Votann rules focus on armies of hardy warriors who defeat their foes through a combination of teamwork, target prioritisation and ruthless efficiency,” explains Robin from the Warhammer Design Studio. It simply doesn't have the damage output. 0 unless otherwise noted. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. they 7. phase distruptors suck big time. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. 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 larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. Stellaris Wiki Active Wikis. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. Player is normally able to fit those only on Small slots. 1 Autocannon vs. 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. Max Power – how many power slots from your reactor can be put into the weapon. The balance of gatling guns to others might be off. ago. Requires an even greater energy supply to fire than a standard railgun. The best weapon vrs Armor is. M gives decent range boost so your railguns and autocannons are hitting at similar range. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. 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. 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". The S slot on NL frigate also happens to be ideal for self. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. There are many different types of weapons in the Settled Systems to utilize and modify. Stellaris. Content is available under Attribution-ShareAlike 3. phase distruptors suck big time. Plasma has -75% damage vs shields. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. In. 50, vs Gamma lasers at 6. Content is available under Attribution-ShareAlike 3. The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. Gunner Best Build #4: Hurricane Generalist. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. As it says. g. 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. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. Content is available under Attribution-ShareAlike 3. Pyrrhus_the_Epirote. Assault cannons are better against stationary targets such. Any tips on what situation/role which weapon class wins out?As it says. It seems as though Plasma Cannons are intended to be the energy weapon complement to the Stormfire Autocannon: both weapons do additional hull damage (+50% for plasma, +25% for stormfire); both weapons do considerable damage damage to one kind of defense (+100% to armor for plasma and +50% to shields for stormfire) but only. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. The rising prominence of small, cheap fighter craft, especially in the strike role, led to a wider deployment of this weapons system in the heady days pre-Collapse. The resulting. . Stellaris still isn't following the Autocannon & Strike Craft meta anymore? Last I played (just before the Paragon's released), everyone was just hard-metaing the Autocannons & strike craft cruisers. " Heavy Autocannon: "Heavy multi-barrel autocannon. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. Round 3 was the same vessels, but with arc emitters. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. 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. 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%. ago. Light Needler's competitor, Railgun, is simply too good. Eisenblume • 7 yr. AHostOfIssues • 4 yr. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Just swap the artillery core for the carrier core and leave everything else the same. You can also use the lower class ship modules if you have a higher Class reactor. 000 of Autocannon mercs lost to ~45. Creating ships. The autocannon might be a better burst damage weapon, meaning first strikes are going to be stronger. 6 Fleet Meta Prediction. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. That's until the enemy has PD in any decent number. +50% of a very low number is still a low number. Corvettes with Autocannon, double plasma mounts are ok. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. Start tracking progress. 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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. armor, and +330% vs. Best Particle Beam Ship Weapon: Exterminator 95MeV Auto Helion Beam or PBO-175 Auto Helion Beam. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. Honestly, I don't even bother with mass drivers at all. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. Anti-Shield specialty. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 63 4. Start doesnt matter because we will research others later - but im always confused here should i use e. Autocannons have a longer effective range and greater terminal. ". Set Defensive Pact Members [my lone vassal]. Starfield:Weapons. 67. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. Data:Technology/tech nanite autocannon. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. There are many different types of weapons in the Settled Systems to utilize and modify. hull relative to plasma. r/Stellaris. Its mostly a. Large broadside battleship. . 50 Damage: 5-10 Shield Damage: 100%. 00. Description. Small plasma cannon- 6. CL Loadout = Five slots of [M] Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* 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. The projectile normally does not contain explosives, instead relying on the. 06 Plasma vs Autocannon 11. Against shields only and armor only. ago. 3. #5. 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. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. 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). 4. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. When used en masse it can completely overwhelm defenses of most ships in the. 58 7. Weapon ranges play a very big part in ship combat. 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. 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. KE-20A Autocannon is a Weapon. Strike craft with [M] and. . Kinetic Weapons in Stellaris also come in multiple categories. Legacy Wikis. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Hello all. Though L slots can take either if youre making aggressive ships and don't want to dump. This seems like a bug, as the code clearly says zero. Specifically I'm wondering if the picket computer results in the ship staying at a medium range and as such, the short range of the disruptor/autocannon will not engage? I'm throwing in all missiles destroyers on the back line with artillery computer - hopefully this will break down their armour enough for the autocannon/disruptor to do their. Dec 16, 2016. Starfield is a sci-fi RPG being developed by Bethesda Game Studios. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. We have 3 basic types, rockets, kinetics and lasers. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. I have a choice of either taking the Railgun or Autocannon tech branches. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. Mar 14. Legend : Brawler : Weaponry based of autocannon and plasma. -Gatling gun-point defence against missiles and fighters due to high. 16 Advanced Railgun 4 M 12. 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. Ship AI in stellaris is fairly smart. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. The velocity of these projectiles allows them to penetrate armor at extreme range and with superior penetration to the M512 90mm SBHV cannon used by the M808 Scorpion. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 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. Set Attacker Offensive Vassals [my three vassals]. Eventually, I realized it (the cost increase) was because of research. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. 11 + 100% Armor Penetration vs 15. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2. Plasma has -75% damage vs shields. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. This was an absolute slam dunk for the battleships, with the cruiser fleet suffering 25-30 fatalities vs average 2 BB lost. Onward, for science!Railgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. Ballistic Weapons: Damage enemy ship’s hull. Business, Economics, and Finance. Is it a per-auto cannon penalty or entire mech? ie Blackjack with twin AC/2's, fire left arm only turn 1, does right arm AC/2 get re-fire penalty in turn 2? I would assume that. Any tips on what situation/role which weapon class wins out?Corvettes. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. As anti-shield weapon is also better then T3 railgun. [1] [4] [5] The M66 has a power draw of 8 megajoules. 000 of disruptor cruisers with the cruisers loosing basically nothing. Lance is ignored for, well, pretty much the same reason. Railgun is starter. 2. Lasers would look for ships without shields and prioritize them, etc, etc. A guide to Railgun. 2 armor, 1 shield. A great choice for both campers, who like to destroy enemies while hiding far away, and semi-defenders, that always move around the map. 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). It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. With so many different weapon modules to choose from, combined with. Missiles are handled differently so we will cover those separately. #2. 31. 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. If. 6 (II) , +2. 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. Several runs resulted in total destruction of the cruiser fleet. Tears apart moderately armored vessels and creatures with overwhelming fire. Ship Modules are parts used in the construction of Ships. Legacy Wikis. 97 Lance vs Kinetic 16. It is believed that land or ship-based railguns with Mach 6 capabilities have effective ranges of more than 100 miles. 3. They can protect your battleship fleet from torpedo corvettes. Content is available under Attribution-ShareAlike 3. I decided to compare 4 main types of weapon against each other on same ship designs. Kinetics. 2. Neutron Launchers do a metric shitton of damage, they have a long cooldown and a whopping damage per hit with a +75% multiplier to hull damage, a single barrage of Neutron Launchers from a Battleship can easily erase another Battleship's hull. As it says. Reply. 97 Lance vs Kinetic 16. Go to Stellaris r/Stellaris. Content is available under Attribution-ShareAlike 3. 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. 67. 81 5. This massive burst of hull damage means retreat is unlikely and neutron. Assume I am using the Tier V. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. Autocannons are close range shield shredders. Autocannons are good on corvettes. Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them. Original SC from the unmodded game has been converted into the laser SC from this mod. 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. 3 and was established from the information provided in this meta-tech tree:. 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. 8. 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. r/Stellaris. I have a choice of either taking the Railgun or Autocannon tech branches. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. "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. 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.