AHostOfIssues • 4 yr. I have a choice of either taking the Railgun or Autocannon tech branches. The dual 180mm autocannon has better tracking and a faster rate of fire than the 425mm autocannon and this also true for other turrets like the Quad light beam laser vs the Focused medium beam laser. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. Note that your standard railgun has a longer range than the equivalent laser or plasma (so you can attack foes from further away), but is also slightly less accurate. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. ago. 50, vs Gamma lasers at 6. They both can work on the hull. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. ago. I don't know if Stellaris works this way, but as captain of corvette, I would certainly instruct my weapons officer to do this but he's a smart guy and would already be doing this. This weapons is also good vs armor due to being a burst beam. Their role is to sprint to the enemy, intercepting any missiles / strike craft along the. AC also have higher tracking and lower range. 79 + 50% Armor Penetration vs 12. 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. 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. Jump to latest Follow Reply. they 7. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. +50% of a very low number is still a low number. Null void beam (S, L, M) - can be obtained via researching void. 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. 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. Sammy. The temptation to for bigger caliber weapons only magnified their penalties. 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). 0 unless otherwise noted. While autocannon is strong one in early fights it's quickly became. Dec 16, 2016. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. 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). phase distruptors suck big time. I almost never use autocannons but I usually research them pretty quickly to get to flak. 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. 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?The Railgun 16 is the strongest single-shot weapon in the entire game. They can protect your battleship fleet from torpedo corvettes. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Core Cracking. It keeps changing. 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. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. Though L slots can take either if youre making aggressive ships and don't want to dump. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. 0 unless otherwise noted. . ago. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. Shield DMG – how much damage it does to shields. Fires ballistic rounds fitted with a proximity fuse. Any tips on what situation/role which weapon class wins out?As it says. Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them. Hello all. It lacks the bonus to hull damage lasers have. See Armor page for details of beam vs armor. 3. If you tech up missiles, throw an autocannon with em. His primary weapon set consists of the "Lead Storm" Powered Minigun, the "Thunderhead" Heavy Autocannon and the "Hurricane" Guided Rocket System while his secondaries consist of the "Bulldog" Heavy Revolver, the BRT7 Burst. 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. Dec 16, 2022. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. I just returned to playing the massively changed game in 2. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Which makes me wonder, what if all three have a place. Any tips on what situation/role which weapon class wins out?At end game, my fleet of 62 Cruisers (52 torpedo cruisers, 10 carrier cruisers) were sitting around 250,000 fleet power. However, point defense occupied P slot that isn’t always available. They are commonly found mounted in pairs, increasing their overall destructive potential. Missiles are handled differently so we will cover those separately. Other Fun Options. 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. So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. This page was last edited on 15 May 2016, at 13:01. Original SC from the unmodded game has been converted into the laser SC from this mod. " Heavy Autocannon: "Heavy multi-barrel autocannon. . 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). Which of these tech is better in the long term? Увійти КрамницяThe tech system is random. This build works well in most cases, from close to long-range enemies such as menaces and spitball infectors. That’s it. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Mar 31, 2015 771 1. Description. 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. I have a question about the autocannon firing in sequential turns. 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). The Titan is fully loaded with kinetic. ago. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. Report. We have 3 basic types, rockets, kinetics and lasers. ) then you can check a box that says "Auto Upgrade". 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. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. Stellaris Wiki Active Wikis. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. Same for shields, engines, power, etc. 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. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. Null void beam (S, L, M) - can be obtained via researching void. Max Power – how many power slots from your reactor can be put into the weapon. Eventually, I realized it (the cost increase) was because of research. Cheats. Carrier battleship. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. For M, S and L slots separately. the. 79 Badges. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. Maybe as an anchor for your brawler line as a sort of fleet carrier. Content is available under Attribution-ShareAlike 3. 85 vs. 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. 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). Mono-cruiser fleets are totally viable. I have a choice of either taking the Railgun or Autocannon tech branches. 6 Fleet Meta Prediction. Data:Technology/tech nanite autocannon. 16 DPS. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 31. Try it out in the Ship Designer. 8. I've read a lot of different things and some of it seems dated and contradictory. I was sad to hear during the stream today that Autocannons wont be changed in 3. The balance of gatling guns to others might be off. Sending in a Demolitions Team using an Army. even on the autocannon's worst target it has 40% the effectiveness of plasma. Torpedoes deal with the armour and autocannon deals with shields. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. Now Flak: It deals avarage 6 damage per shot, reload in 0. . 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. 6 “Orion” update. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. New Scenario: Asteroid Armory custom startlevel 1. 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. 3 auto > railgunI usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. 25) Has Discovery Traditions Tradition (×0. If so Why don't autocannon (Stormfire pretty quickly) shoot at. The only exception is when you’re countering something specific. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Jump to latest Follow Reply. Plasma Auto. I decided to compare 4 main types of weapon against each other on same ship designs. [deleted] • 7 yr. 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. they 7. 58 7. For some reason, the game really values Corvettes and undervalues Cruisers. 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. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. Any tips on what situation/role which weapon class wins out?Stellaris. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. As it says. Ascension perks. Content is available under Attribution-ShareAlike 3. 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". shield, -50% vs. 06 Plasma vs Autocannon 11. If you had to choose, which would you put on the majoirty of your ships and defense stations?Nanite Autocannon and Flak. You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. Torpedoes fire slowly, and do extra damage based on how big the target is. Ballistic Weapons: Damage enemy ship’s hull. The only difference between the two, damage-wise, is how many levels of specialization you've trained. M90 shotgun. 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. Autocannon diplomacy is so stupid. Gunner Best Build #4: Hurricane Generalist. Assume I am using the Tier V. 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. Basics. Assault cannons are better against stationary targets such. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. Round 3 was the same vessels, but with arc emitters. 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. Long range turret. 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. This advice has revolutionised my fleets. 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. KA +. I'd personally. XL: LanceStellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A NethereseWyvern • Additional comment actions. I just don't use a rail gun cos having fun with auto turrets n about to build that ship. 79 6. But on a kinetic weapon that's obviously. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. How far can a rail gun go? The range of a railgun is related to the speed at which it can fire. Game start, 1PD, 2 lasers. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 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. 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. 7132. 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. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. 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. 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. Anti-Shield specialty. Both have bonuses to hull, and your DPS is decent. Kinetic weapons being good vs. Player is normally able to fit those only on Small slots. Any tips on what situation/role which weapon class wins out?As it says. ago. If you don't have either, try and get them ASAP. 5. Lance is ignored for, well, pretty much the same reason. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. 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. AC have a max range of 30 and can only be small. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. 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. The same goes for just about every weapon out there regarding their specialty. Generally speaking you also want to choose either kinetic, missile or. 3. Autocannons are close range shield shredders. Autocannon VS Mass driver. Stellaris Wiki Active Wikis. Best Ship Weapon for Hull Damage: KE-49A Autocannon or Vanguard Hellfire Autocannon. Autocannons have a longer effective range and greater terminal. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. The Jishaku Nd RF is especially deadly, considering the fact that you can build. 1 giga cannon, 2 artillery, the rest some kind of laser. 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. 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. 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. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. ago. Start doesnt matter because we will research others later - but im always confused here should i use e. though if you really want one an Autocannon isn't bad. M99 Stanchion. 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. Autocannon vs Railgun is more up for debate for S and M. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. Jagdverband 44's experience with the BK 5. Both have bonuses to hull, and your DPS is decent. 84 10. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. 3 and was established from the information provided in this meta-tech tree:. 3. I think rail guns do better in this situation. Kinetics. DPS is through the roof, hence why the fleet power with them is so high. research_technology [technology ID]. There are many types of modules, each one improving a different aspect of your own ship. 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. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. M57 Pilum. 99 DPS. (Materials) : Small/Medium/Large Railgun ② Advanced Railguns (Materials) : Small/Medium/Large. 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. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I'd personally consider it one of the best weapons for its slot, honestly. I have a choice of either taking the Railgun or Autocannon tech branches. 1 titan - basically the same as battleship setup. Its DPS is 4. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. #1. 2. At 40 repetitions you have increased the damage by 200%. #2. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Shield DMG – how much damage it does to shields. 33 4. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. As it says. Read on to learn how to get KE-49A Autocannon, its requirements, locations, and stats. Null Void Beam is 2. Content is available under Attribution-ShareAlike 3. . Their main. They can be on the outskirts firing while the autocannon corvettes take up the front lines. hull: 4. 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. Each missile has a 25% chance to stun the bug for 3 seconds. I have a choice of either taking the Railgun or Autocannon tech branches. Round 4, I did 80 destroyers vs the cruisers. I think rail guns do better in this situation. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). Maybe as an anchor for your brawler line as a sort of fleet carrier. Inside your ship, there are three special places for these weapons. As it says. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. Autocannon is +2,281% vs. Useful to destroy the enemy ships and get rid of them. 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. 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. but Laser + Autocannon or Plasma + Null Void is better. startledastarte • 7 mo. Each one is like a different place on a game board where you can use different weapons, like cannons, lasers, and missile. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. This seems like a bug, as the code clearly says zero. 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. [1] [4] [5] The M66 has a power draw of 8 megajoules. Role: Rapid fire. 0) Number of years since game start is greater. The autocannon is one of several ship weapons available for militarized spaceships. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. 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. ". Alternatively use 3x Broadside, and M-size Autocannons + Plasma. EDIT: If I get the Enigmatic Decoder from the Enigmatic. A guide to Railgun. Gauss do more DPH and have less penalty hitting armour. 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. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. There are many different types of weapons in the Settled Systems to utilize and modify. They can be on the outskirts firing while the autocannon corvettes take up the front lines. 50, vs Gamma lasers at 6. With so many different weapon modules to choose from, combined with. armor, and +330% vs. Hello all. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. • 3 yr. Honestly, I don't. 2 Armor - 1 Shield, add more shields if the enemy is doing Autocannon-Corvettes A-Slots: 1 Afterburner Rest: Best possible components with cheapest possible reactor Extra notes: Completely destroys enemy small ships even if. I have a choice of either taking the Railgun or Autocannon tech branches. Set Defensive Pact Members [my lone vassal]. The range is just awesome. Railgun. 3. vs. nimdabew. 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. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. It depends on your target. I have a choice of either taking the Railgun or Autocannon tech branches. 3 Jishaku Nd RF Rapid Railgun Turret. 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. In addition, while most M weapons are 2x and. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. Railgun is a universal turret. g. 1 Autocannon vs. 75 vs. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. Hull DMG – how much damage it does to structures/hulls. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. Then targeted hit on engines before boarding. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Damage 34-50. Pyrrhus_the_Epirote. 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. Legend : Brawler : Weaponry based of autocannon and plasma. XL: Lance If it is a straight upgrade (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. Long ranger weapons sacrifice this for more distance (which does help hit faster targets too) We will look at short. While autocannon is strong one in early fights it's quickly became obsolete. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Stellaris. 67. As it says. Missiles are a punch up weapon, dealing large slot equivalent damage in the space of a medium slot. Hello all. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. 08 Stormfire Autocannon 5 S 7. Autocannon. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. For M, S and L slots separately. because autocannons seem. Onward, for science!Railgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. Torpedoes fire slowly, and do extra damage based on how big the target is. ) then you can check a box that says "Auto Upgrade". 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. -Gatling gun-point defence against missiles and fighters due to high. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Any tips on what situation/role which weapon class wins out?Corvettes. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. That said, the autocannon seems like the best non-penetrator for small slot. But it also penetrates armor by 50%. Stellaris Wiki Active Wikis. General Damage is best done bye Gauss Cannons. You can also use the lower class ship modules if you have a higher Class reactor. It does a mixture of explosive and kinetic damage, a little.