0 unless otherwise noted. Good job doing the tests, but there can always be more. One hit from this thing can take down anything but the sturdiest mechs. The coilgun has an accuracy of 75%. For example the ancient laster (Cavitation Collapser), resembles normal lasers. I have a question about the autocannon firing in sequential turns. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Laser vs Railgun 11. Autocannon rapid fire question. XL: LanceStellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A NethereseWyvern • Additional comment actions. 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. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. 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. Any tips on what situation/role which weapon class wins out?Stellaris. 79 Badges. Content is available under Attribution-ShareAlike 3. Starfield features various ship-based weapons, and cannons and autocannons are among those. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. 29 + 100% Armor Penetration vs 12. 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. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 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. Armor- 12. 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. However I will use autocannons if somehow its a tier above my current rail/coil guns. All Discussions. Anti-Shield specialty. When used en masse it can completely overwhelm defenses of most ships in the. 75 I do try to make things more interesting in my Mod, for example. M = 1. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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. 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. Content is available under Attribution-ShareAlike 3. Both have bonuses to hull, and your DPS is decent. Autocannon is +2,281% vs. Torpedoes fire slowly, and do extra damage based on how big the target is. they 7. Generally speaking you also want to choose either kinetic, missile or. shields: 1. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. XL: Lance If it is a straight upgrade (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. ) then you can check a box that says "Auto Upgrade". ago. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 17. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. 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. r/Stellaris. It’s because the numbers can be misleading, as the numbers are inflated. It is believed that land or ship-based railguns with Mach 6 capabilities have effective ranges of more than 100 miles. New Scenario: Asteroid Armory custom startlevel 1. A tag already exists with the provided branch name. 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). Its DPS is 4. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. Storm fire has really good tracking and dps for a small range, however the low damage per hit will give enemy fleets a lot of chances to escape the fight. The autocannon is one of several ship weapons available for militarized spaceships. Light Needler's competitor, Railgun, is simply too good. We have 3 basic types, rockets, kinetics and lasers. 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. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. It has zero weight and nothing increases it. Which makes me wonder, what if all three have a place. . You need a Class C reactor if you want to use Class C ship modules. 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. Several runs resulted in total destruction of the cruiser fleet. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. 58 5. ". I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. 8. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. In Starfield, cannon vs autocannon is a debate. Same for shields, engines, power, etc. The ship design will automatically update with the newer tech. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. g. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Any tips on what situation/role which weapon class wins out?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. Player is normally able to fit those only on Small slots. On battleships, late in the game. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. The autocannon might be a better burst damage weapon, meaning first strikes are going to be stronger. You. 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. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. Game start, 1PD, 2 lasers. Its mostly a. Hello all. 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. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Corvettes with Autocannon, double plasma mounts are ok. Useful to destroy the enemy ships and get rid of them. 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. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. Ditch the Tachyon lance unless you're going up against Prethoryn. Small stormfire autocannon- 19. There are many types of modules, each one improving a different aspect of your own ship. Railguns now have a Penalty against Shields but literally twice the range of Lasers. I decided to compare 4 main types of weapon against each other on same ship designs. KA +. that is a 325% difference in base DPS before adjusting for modifiers. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. IguanaTabarnak • 2 yr. 6 Fleet Meta Prediction. 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. Though L slots can take either if youre making aggressive ships and don't want to dump. I just returned to playing the massively changed game in 2. ago. Railgun is a universal turret. 75. r/Stellaris. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. If so Why don't autocannon (Stormfire pretty quickly) shoot at. Weapon ranges play a very big part in ship combat. 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". missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Well it depends largely upon what combat role you wish to serve in EVE. Torpedoes deal with the armour and autocannon deals with shields. Set Attacker Offensive Vassals [my three vassals]. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Autocannons are extremely short range. 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. 15 4. They both can work on the hull. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. Noble. At least late game. The Disruptor and Autocannon do pair decently with the torp. The sinews of war are infinire money. You need Flak and Kinetic Artillery and they sit along the kinetic tree. kinetic are outgunned my kinetic artillery. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. 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. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. As it says. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. Stellaris' recent 3. Frigates are an advanced version. The projectile normally does not contain explosives, instead relying on the. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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. 0 unless otherwise noted. So here we get a CtH of 75 - 8 = 67%. I mean, otherwise people would be doing that over games every time. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. 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. 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. Core Cracking. 3. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. Which of these tech is better in the long term? The best Starfield ship weapons are the Torch-P 250MW UV Pulse Laser, the KE-42 Cannon, and the ATLATL 280C Missile Launcher. For some reason, the game really values Corvettes and undervalues Cruisers. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 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. Good damage, good pen, and against organics, it drops them in 3 shots from hypothermia, allowing for easy stripping of good gear/hunting tough animals like thrumbos and the legendary viking huntables. When shields are gone torpedoes should have finished armour too. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. 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. 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. Autocannon Ammunition Autocannon ammunition comes in easily transported magazines. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Autocannon vs Railgun is more up for debate for S and M. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. 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). Hull DMG – how much damage it does to structures/hulls. “R” key once you get a lock-on. • 3 yr. laser, where plasma, where rocket to adapt to. 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. The range is just awesome. Living Metal and Zro are kinda weird resources because they have very few uses. 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. the. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Mono-cruiser fleets are totally viable. json. Light Needler is not significantly more efficient, and the. Getting anomalies. Im new stellaris player, and as i somehow managed to know basic/mid mechanics of the game theres one thing that keeps me wondering - weapons. The first fleet composition we will discuss is a Corvette-based composition. If you had to choose, which would you put on the majoirty of your ships and defense stations?If you had to choose, which would you put on the majoirty of your ships and defense stations?If you had to choose, which would you put on the majoirty of your ships and defense stations?vladzio jaworowski d'attainvilleRailgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. 0) Number of years since game start is greater than 15 (×2. shields of -50% instead of -25%, bonus vs. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. 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. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Costs 900 Engineering; Unlocks Autocannon; Railguns. M43 heavy machine gun. Null void beam (S, L, M) - can be obtained via researching void. Ship AI in stellaris is fairly smart. 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. Assume I am using the Tier V. Stellaris Wiki Active Wikis. You can up your tracking game with Auxiliary Targeting. They can protect your battleship fleet from torpedo corvettes. The Titan is fully loaded with kinetic. Legacy Wikis. M90 shotgun. We have 3 basic types, rockets, kinetics and lasers. Stellaris Wiki Active Wikis. 06 Plasma vs Autocannon 11. Kinetics. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Large carrier cruiser. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. Ascension perks. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Torpedo corvettes with autocannon. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. You starting weapons should make up the backbone of your fleet throughout the entire game. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Marauder 115N Rapid Railgun: Mauler 104L Autocannon: Mauler 104L Cannon: Mauler 105U Autocannon: Mauler 105U Cannon: Mauler 106S Shot-Cannon: Mauler 106T. Sectors can change depending on systems gained. 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. There are many types of modules, each one improving a different aspect of your own ship. September 7, 2023. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. 2. 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. KA + Plasma basically. The only exception is when you’re countering something specific. What is better for dps? Afterburners modify Combat Speed, not Evasion. ; About Stellaris Wiki; Mobile viewAutocannon. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. 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. 50 Damage: 5-10 Shield Damage: 100%. Mar 14. 08 Stormfire Autocannon 5 S 7. 6S, and L=3. Lasers would look for ships without shields and prioritize them, etc, etc. Weapon modules are like powerful tools that get your spaceship ready for space battles. JVendin • 6 yr. Technology. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. 1. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. So as long as you have enough of both types you won't have any problem getting. KE-20A Autocannon is a Weapon. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. 99. 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. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. All types of planets. So if your wars are with vettes & few destroyers - it will shine. Computer/Position: Line. Null Void Beam is 2. Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. 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. 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. 85 vs. 5 instead of 25. shield, -50% vs. +50% of a very low number is still a low number. hull relative to plasma. Report. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. Each one is like a different place on a game board where you can use different weapons, like cannons, lasers, and missile. even on the autocannon's worst target it has 40% the effectiveness of plasma. Just remember to only fight at max distance or. 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. Plasma has -75% damage vs shields. I know is a stupid question but, what weapon from the ones I mentioned is better in what. Carrier battleship. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. I'd personally. Honestly, I don't. Railgun is starter. As it says. Dangan PB RF Autocannon. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. Jump to latest Follow Reply. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. 81 5. ISBN: 9781250854124 . Ballistic Weapons: Damage enemy ship’s hull. It lacks the bonus to hull damage lasers have. 0S. M99A2S3 Stanchion. There are many different types of weapons in the Settled Systems to utilize and modify. Stellaris Ship Design Guide 2023 [3. Colossus Project ascension perk. Legacy Wikis. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. 1 titan - basically the same as battleship setup. 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. This build works well in most cases, from close to long-range enemies such as menaces and spitball infectors. Mar 19, 2018. 3. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. Kinetic Artillery is the best Large kinetic weapon period. Null void beam (S, L, M) - can be obtained via researching void. I almost never use autocannons but I usually research them pretty quickly to get to flak. As anti-shield weapon is also better then T3 railgun. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. Original SC from the unmodded game has been converted into the laser SC. I think rail guns do better in this situation. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Species and leaders traits. Start doesnt matter because we will research others later - but im always confused here should i use e. " Auxiliary Hardpoint Weapons: Auxiliary Light. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. (×1. Both have bonuses to hull, and your DPS is decent. Hello all. Hello all. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. research_technology [technology ID]. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. 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. He is also the dwarf you begin with in the tutorial. Jump to latest Follow Reply. Gauss Cannons have longer range and can be small, medium or large. 75 vs. 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. This seems like a bug, as the code clearly says zero. kinetic are outgunned my kinetic artillery. Im new stellaris player, and as i somehow managed to know basic/mid mechanics of the game theres one thing that keeps me wondering - weapons. Stellaris Wiki Active Wikis. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. 6 Setting the range aside, autocannons do **more** damage to armor than regular railguns, and more than 3x hull damage! They're essentially undodgeable against corvettes, too (although most small weapons will hit anyway) UV Laser (40 range, 50 tracking) vs. 99. 54, 29. M57 Pilum. ago. Autocannon vs Artillery . I use corvettes until battleships are available. phase distruptors suck big time. Hello all. 50 Power: -2. If. phase distruptors suck big time. This page was last edited on 14 October 2017, at 10:52. Rail gun ammunition comes as a multipart sabot with as. Kinetic Weapons in Stellaris also come in multiple categories. armor, and +330% vs. Each believe theirs is one true weapon and other is obsolete. I have a choice of either taking the Railgun or Autocannon tech branches. Gunnery skills let you use EVE's four varieties of turret (energy, hybrid, projectile, and precursor) and make those turrets more effective. 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. Original SC from the unmodded game has been converted into the laser SC from this mod. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Mathematically speaking, you want to replace the 3rd autocannon on your corvette with plasma when the target has defense ratio where approximately 2. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. Inside your ship, there are three special places for these weapons. Any tips on what situation/role which weapon class wins out?As it says. Against shields only and armor only. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. kinetic are outgunned my kinetic artillery. 3. Autocannon diplomacy is so stupid. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society.