stellaris autocannon vs railgun. phase distruptors suck big time. stellaris autocannon vs railgun

 
 phase distruptors suck big timestellaris autocannon vs railgun  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)

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. The range is just awesome. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. phase distruptors suck big time. hull: 4. My Battleship Fleets at 2430 have one Titan for the aura and 23 battleships with hangar bow carrier core and artillery stern, with a mix of PD and Flak and all weapon slots are fitted with gauss cannons. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Oof. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. 75 I do try to make things more interesting in my Mod, for example. Railguns now have a Penalty against Shields but literally twice the range of Lasers. 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. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. I'd personally. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. The temptation to for bigger caliber weapons only magnified their penalties. Gauss Cannons have longer range and can be small, medium or large. In Stellaris there is only ship design and fleet management. If. 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). 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. They can protect your battleship fleet from torpedo corvettes. Hull. . M43 heavy machine gun. Living Metal and Zro are kinda weird resources because they have very few uses. Same reason as above. 31. ago. Colossus Project ascension perk. There are many different types of weapons in the Settled Systems to utilize and modify. What is better for dps? Afterburners modify Combat Speed, not Evasion. Autocannon rapid fire question. 0 unless otherwise noted. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. Assume I am using the Tier V. He is also the dwarf you begin with in the tutorial. 0) Number of years since game start is greater. General Damage is best done bye Gauss Cannons. 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. Legacy Wikis. • 3 yr. They are marginally useful at the T1 tech level as the only way to beat PD Corvettes, but the moment you get the Disruptor at T2 tech level the Laser just loses its entire niche. phase distruptors suck big time. 32, 5. 7132. Costs 900 Engineering; Unlocks Autocannon; Railguns. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. 75 vs. M90 shotgun. 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. 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. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Heavy Railgun: "Large diameter railgun with formidable stopping power. The Jishaku Nd RF is especially deadly, considering the fact that you can build. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. This advice has revolutionised my fleets. 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. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Stellaris: Suggestions. 75. Sorry it might have been confusing me opening up talking about PD vs Flak and then switching to Flak vs Autocannon. Noble. Autocannon diplomacy is so stupid. 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). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. A tag already exists with the provided branch name. At least late game. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. 79 + 50% Armor Penetration vs 12. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. Autocannon. 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. mugshots ardmore, ok; sauce pizza and wine nutrition; henry marshall stephanie cole; pga tour priority ranking 2021 2022; can you have turkey bacon on optaviaSo the Cruisers could tank with small Plasma + Autocannon. 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. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. The M66 LRG is a powerful anti-armor weapon that fires 30mm high-density ferrous projectiles at ultra-high velocity. That said, for other enemy types, you should pack some smaller weapon systems (M or S size) to hit opposing corvettes. Kinetics. kinetic are outgunned my kinetic artillery. Hello all. All Discussions. Tamsyn Muir's New York Times and USA Today bestselling Locked Tomb Series continues with Nona . AC also have higher tracking and lower range. 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. However, point defense occupied P slot that isn’t always available. So one is for evasive and fast ships, the other for big broadsiding ranged ones. That said, the autocannon seems like the best non-penetrator for small slot. When used en masse it can completely overwhelm defenses of most ships in the. 82*hull < 7. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Report. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. 08 Stormfire Autocannon 5 S 7. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. 99 DPS. Dec 16, 2022. r/Stellaris. As it says. The same goes for just about every weapon out there regarding their specialty. Small stormfire autocannon- 19. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. The only drawback would be overkill, which is only an issue if you're facing a manhunting pack of ducks or something. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. As it says. 1. 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. Just make sure to keep your distance, as missing with the Railgun can be fatal!. The autocannon is one of several ship weapons available for militarized spaceships. You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. Assume I am using the Tier V. Any tips on what situation/role which weapon class wins out?As it says. I have a choice of either taking the Railgun or Autocannon tech branches. Neutons in large. lasers are outgunned by plasmas. Physics research. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. 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. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. ago. Railguns. I mean, otherwise people would be doing that over games every time. Frigates are an advanced version. 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. Start doesnt matter because we will research others later - but im always confused here should i use e. 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. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. 41 5. Max Power – how many power slots from your reactor can be put into the weapon. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". 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. 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. Carrier battleship. Hello all. 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. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. . 8. 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. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. 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. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. The projectile normally does not contain explosives, instead relying on the. The 425mm autocannon is the largest medium AC. 76 Rare Crystals, penalty vs. Gunner Best Build #4: Hurricane Generalist. research_technology [technology ID]. 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. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. Gunnery skills let you use EVE's four varieties of turret (energy, hybrid, projectile, and precursor) and make those turrets more effective. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. Additionally, weapon range is the most common determinant of engagement range, and it can be very useful to combat-lock a fleeing enemy from across the system. 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. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. (Materials) : Small/Medium/Large Railgun ② Advanced Railguns (Materials) : Small/Medium/Large. Computer/Position: Line. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 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. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. 11 + 100% Armor Penetration vs 15. They can be on the outskirts firing while the autocannon corvettes take up the front lines. 2 and I'm wondering what the optimum fleet mix is and the best weapons. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. AHostOfIssues • 4 yr. As it says. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. Torpedoes fire slowly, and do extra damage based on how big the target is. Armor- 12. 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. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. 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. r/Stellaris. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Which of these tech is better in the long term? Увійти КрамницяThe tech system is random. And. 17. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. This page was last edited on 15 May 2016, at 13:01. 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. Mar 14. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. 29 + 100% Armor Penetration vs 12. I almost always. GoldNiko • Space Engineer • 2 yr. This week’s topic is the combat rebalancing planned for the Stellaris 3. Hello all. I have a choice of either taking the Railgun or Autocannon tech branches. It keeps changing. Maybe as an anchor for your brawler line as a sort of fleet carrier. 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. What is better for dps?Afterburners modify Combat Speed, not Evasion. I use corvettes until battleships are available. Max Power – how many power slots from your reactor can be put into the weapon. Which of these tech is better in the long term?Starfield:Weapons. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Description. Tears apart moderately armored vessels and creatures with overwhelming fire. Mono-cruiser fleets are totally viable. Honestly, I don't even bother with mass drivers at all. As it says. Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. The resulting. “R” key once you get a lock-on. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. Kollatius World of insanity, details and knowledge. Autocannon vs Artillery . Laser vs Railgun 11. Also crystal infused/forged plating can add to hull. 3 auto > railgun I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. 63 4. ago. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. Gauss do more DPH and have less penalty hitting armour. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. When used en masse it can completely overwhelm defenses of most ships in the. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Content is available under Attribution-ShareAlike 3. I have a choice of either taking the Railgun or Autocannon tech branches. KA +. Autocannon vs Railgun is more up for debate for S and M. 25 / ×2. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Autocannons have a longer effective range and greater terminal. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2. As it says. 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. Sectors can change depending on systems gained. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. 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. KE-31A Autocannon is a Weapon. 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. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. As anti-shield weapon is also better then T3 railgun. This weapons is also good vs armor due to being a burst beam. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. I've read a lot of different things and some of it seems dated and contradictory. As it says. 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. 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. It has zero weight and nothing increases it. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. They are commonly found mounted in pairs, increasing their overall destructive potential. Reply. Set Attacker Offensive Vassals [my three vassals]. KE-20A Autocannon A 24 Ballistic KE-31 Cannon A 46 Ballistic KE-31A Autocannon A 58 Ballistic Mauler 104L Autocannon A 08 Ballistic Mauler 104L Cannon A 04. 4 mini turrets - I need to look at the current game stats. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. Ascension perks. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. 86 3. 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 defensive weapon system that fires shrapnel-filled shells equipped with a proximity fuse for maximum effect against fighters and missiles. Round 4, I did 80 destroyers vs the cruisers. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Legend : Brawler : Weaponry based of autocannon and plasma. Now Flak: It deals avarage 6 damage per shot, reload in 0. Legacy Wikis. shield, -50% vs. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. [1] [4] [5] The M66 has a power draw of 8 megajoules. KA + Plasma basically. The 425mm Autrocannon tracking is 33. While autocannon is strong one in early fights it's quickly became obsolete. Stellaris. 58 5. Autocannon. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. 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. 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". 2 (I) , +1. I almost never use autocannons but I usually research them pretty quickly to get to flak. This means that there's a 67% chance of the shot connecting and doing damage. 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. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. Read on to learn how to get KE-49A Autocannon, its requirements, locations, and stats. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to T4, and T3 to T5, but the autocannons win out every time with corvettes. Generally speaking you also want to choose either kinetic, missile or. Any tips on what situation/role which weapon class wins out?Assume I am using the Tier V. I use corvettes until battleships are available. kinetic are outgunned my kinetic artillery. 58 7. 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. This seems like a bug, as the code clearly says zero. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. For example if your colony was within 4 direct jumps of your homeworld but you didn't control the direct route but a longer circuitous one when it was founded, would have it enter the frontier sector until you had owned all the systems of those 4 jumps then the core sector update would make it switch to the core. Barrage. 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. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. Plasma has -75% damage vs shields. 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. Note that only Tech 2 autocannon can load Tech 2 ammunition. Autocannons are extremely short range. Its DPS is 4. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris Ship Design Guide 2023 [3. ago. 000 of Autocannon mercs lost to ~45. Railgun. 24 , 24. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 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. Other than Armor Hardening, it's just the edict to speed up megastructure construction. r/Stellaris. 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. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. Hi am new Stellaris player, I been playing with Ai and currently am fighting against AI with all level 3 Railgun’s on all his ship destroyer and corvettes . The only difference between the two, damage-wise, is how many levels of specialization you've trained. Shield DMG – how much damage it does to shields. 6 (II) , +2. Honestly, I don't even bother with mass drivers at all. Hello all. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. 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. Same for. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Tears apart moderately armored vessels and creatures with overwhelming. 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. ImperialForce9 Jan 15, 2022 @. I have a choice of either taking the Railgun or Autocannon tech branches. 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. Try it out in the Ship Designer. 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. 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. Hello all. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large- caliber (20 mm/0. Check the tooltip to see if there is. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. Any tips on what situation/role which weapon class wins out?Corvettes. AC have a max range of 30 and can only be small. 5. Its DPS is 4. [deleted] • 7 yr. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. EDIT: If I get the Enigmatic Decoder from the Enigmatic. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Early game you could try and roll for Autocannon weapons research which makes your corvettes better against other corvettes but real short range to fire. 5, and range of 120 instead of 250. See Armor page for details of beam vs armor. (Technically the Engineer's secondaries can deal with crowds too but their low ammo makes them inconsistent when the game throws a lot at you at once) Both the Revolver and BRT7 can both be fined. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. I see the stats and sometimes I think railgun is better than autocannon or that basic laser is better than plasma launchers. For example the ancient laster (Cavitation Collapser), resembles normal lasers. The Word from the Studio. 4. Set Attacker Offensive Overlord Set Defender [my target].