Noble. 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%. AC have a max range of 30 and can only be small. phase distruptors suck big time. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Hull- 9. As anti-shield weapon is also better then T3 railgun. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Anti-Shield specialty. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. 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. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. 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. r/Stellaris. As it says. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Complete list of technologies at Stellaris . Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Generally speaking you also want to choose either kinetic, missile or. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-Armour L gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. We have 3 basic types, rockets, kinetics and lasers. 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. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). 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. The Titan is fully loaded with kinetic. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. 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 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. New Scenario: Asteroid Armory custom startlevel 1. Same for shields, engines, power, etc. Corvettes with Autocannon, double plasma mounts are ok. Ship AI in stellaris is fairly smart. M = 1. Torpedo corvettes with autocannon. 81 5. That said, for other enemy types, you should pack some smaller weapon systems (M or S size) to hit opposing corvettes. A guide to Railgun. 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. KE-31A Autocannon is a Weapon. They make your ship strong and able to move well in space fights. Strike craft with [M] and. 50 Damage: 5-10 Shield Damage: 100%. Sciira • 6 yr. Nov 13, 2013. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. M gives decent range boost so your railguns and autocannons are hitting at similar range. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. If. Autocannon Ammunition Autocannon ammunition comes in easily transported magazines. Null Void Beam is 2. 1 titan - basically the same as battleship setup. M99 Stanchion. Costs 900 Engineering; Unlocks Autocannon; Railguns. 67. 97 Lance vs Kinetic 16. 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. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. 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. Role: Rapid fire. 54, 29. "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. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. Any tips on what situation/role which weapon class wins out?Stellaris. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. . Each believe theirs is one true weapon and other is obsolete. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. Plasma Auto. . Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. 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. Any tips on what situation/role which weapon class wins out?As it says. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Which of these tech is better in the long term? Увійти КрамницяThe tech system is random. Weapon ranges play a very big part in ship combat. 06 Plasma vs Autocannon 11. Colossus Project ascension perk. 5 instead of 25. Ditch the Tachyon lance unless you're going up against Prethoryn. There are many different types of weapons in the Settled Systems to utilize and modify. armor: 5. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. The only difference between the two, damage-wise, is how many levels of specialization you've trained. 7. 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. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. However, point defense occupied P slot that isn’t always available. Stellaris. A tag already exists with the provided branch name. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. Technology. I think rail guns do better in this situation. 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. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. 2 (I) , +1. I've read a lot of different things and some of it seems dated and contradictory. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. Assume I am using the Tier V. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Useful when you plan to board their ship for looting stealing. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Original SC from the unmodded game has been converted into the laser SC from this mod. phase distruptors suck big time. 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). There are many types of modules, each one improving a different aspect of your own ship. 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. I mean, otherwise people would be doing that over games every time. because autocannons seem. However I will use autocannons if somehow its a tier above my current rail/coil guns. This page was last edited on 14 October 2017, at 10:52. Now Flak: It deals avarage 6 damage per shot, reload in 0. As it says. The Word from the Studio. 41 5. Getting traditions. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. 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". 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. I see the stats and sometimes I think railgun is better than autocannon or that basic laser is better than plasma launchers. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. Computer/Position: Line. 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. Large carrier cruiser. I'd personally consider it one of the best weapons for its slot, honestly. 03 10. As it says. When shields are gone torpedoes should have finished armour too. I almost always prioritize rail/coil guns and mega/giga cannons. The first fleet composition we will discuss is a Corvette-based composition. 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). Results were similar to the last round. Long range turret. 75 I do try to make things more interesting in my Mod, for example. Assume I am using the Tier V. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. Gauss do more DPH and have less penalty hitting armour. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. g. Jump to latest Follow Reply. The Disruptor and Autocannon do pair decently with the torp. 43 Advanced. Lance is ignored for, well, pretty much the same reason. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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. Legacy Wikis. ago. Extremely effective against small grids such as fighters and rovers. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. 86 3. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. Dec 16, 2016. 000 of Autocannon mercs lost to ~45. 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. #1. General rule of thumb, if you have a small weapons slot, put an autocannon in it. ago. hull: 4. 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. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. 24 , 24. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Any tips on what situation/role which weapon class wins out?As it says. 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 also have higher tracking and lower range. The range is just awesome. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. You dont really understand how much the super giga death laser the systemcraft has pushes its power level before you see it single handedly annihilate a fleet that shat on 3 Sigma Precursor Herculean (which are usually around 100+ Mill in fleet. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. Autocannons have a longer effective range and greater terminal. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Stellaris Wiki Active Wikis. 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. 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. 3. M99A2S3 Stanchion. At 40 repetitions you have increased the damage by 200%. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. is it ideal, who knows, is it perfect, i doubt it but it works for me. As a fleet 3. Best Particle Beam Ship Weapon: Exterminator 95MeV Auto Helion Beam or PBO-175 Auto Helion Beam. lasers are outgunned by plasmas. The balance of gatling guns to others might be off. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. This weapons is also good vs armor due to being a burst beam. 29 + 100% Armor Penetration vs 12. Round 3 was the same vessels, but with arc emitters. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. It says to double engagement range. Railguns now have a Penalty against Shields but literally twice the range of Lasers. On battleships, late in the game. So one is for evasive and fast ships, the other for big broadsiding ranged ones. Its understandable since a single system craft is far far more than even ten of thousands titans. To be completely serious: no Lasers are not meta. Disruptors do best in Corvette vs Corvette fights, but missiles do very well against starbases as the AI often loads them with short-ranged weapons that the missiles outrange, allowing for a trivial win. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. As it says. Autocannon rapid fire question. kinetic are outgunned my kinetic artillery. See Armor page for details of beam vs armor. 75 vs. Hello all. g. KE-20A Autocannon is a Ship Module in Starfield. Heavy Railgun: "Large diameter railgun with formidable stopping power. It lacks the bonus to hull damage lasers have. (for one of the upgrades. Firstly, if you also have Vanilla Expanded Vikings, get the crypto rifle. 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. 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. This page was last edited on 15 May 2016, at 13:01. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. They're strictly superior to railguns when used with torpedos. I have a choice of either taking the Railgun or Autocannon tech branches. 79 6. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. It’s because the numbers can be misleading, as the numbers are inflated. ISBN: 9781250854124 . 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. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Hello all. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. Autocannon vs Artillery . 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. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large- caliber (20 mm/0. 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. There are 5 designs that are "optimal". Do I have all the above right? If its something different than the wiki should be updated for clarication. 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. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. Which of these tech is better in the long term?Starfield:Weapons. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Its understandable since a single system craft is far far more than even ten of thousands titans. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. M57 Pilum. Eventually, I realized it (the cost increase) was because of research. Large broadside battleship. 84 10. This page was last edited on 15 June 2018, at 07:01. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. 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. 79 Badges. Stellaris' recent 3. The only exception is when you’re countering something specific. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. The projectile normally does not contain explosives, instead relying on the. Other than Armor Hardening, it's just the edict to speed up megastructure construction. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Any tips on what situation/role which weapon class wins out?As it says. Put an Maniac Scientist on Physics, you have a small chance of rolling the Null Void tech. So a Tech 2 Railgun can be 10% better. 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. Lasers, missiles and railguns all have their individual strengths and weaknesses. 6 “Orion” update. Eisenblume • 7 yr. In Stellaris there is only ship design and fleet management. [deleted] • 7 yr. Marauder 115N Rapid Railgun: Mauler 104L Autocannon: Mauler 104L Cannon: Mauler 105U Autocannon: Mauler 105U Cannon: Mauler 106S Shot-Cannon: Mauler 106T. 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. This seems like a bug, as the code clearly says zero. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". startledastarte • 7 mo. The only Ray Gun we see is a cumbersome crew-served. 7132. 0) Number of years since game start is lower than 5 (×2. Content is available under Attribution-ShareAlike 3. 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. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. With so many different weapon modules to choose from, combined with. Damage 34-50. That’s it. 5, and range of 120 instead of 250. 63 4. You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. Honestly, I don't even bother with mass drivers at all. The ratio of hull vs armor and shields does also drop off before you get into repeatables. 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). 0 unless otherwise noted. 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. Cruisers lost hard. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. M43 heavy machine gun. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. 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. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. This week’s topic is the combat rebalancing planned for the Stellaris 3. Fires ballistic rounds fitted with a proximity fuse. 2 and I'm wondering what the optimum fleet mix is and the best weapons. 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). 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. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Autocannon vs Railgun is more up for debate for S and M. 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. " Heavy Autocannon: "Heavy multi-barrel autocannon. The S slot on NL frigate also happens to be ideal for self. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. ago. Hello all. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. 4 mini turrets - I need to look at the current game stats. Getting anomalies. Gunner Best Build #4: Hurricane Generalist. 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. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. Best Ship Weapon Overall: Atlatl 280C Missile Launcher. I use corvettes until battleships are available. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Both have bonuses to hull, and your DPS is decent. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. General Damage is best done bye Gauss Cannons. A tag already exists with the provided branch name. M90 shotgun. 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. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. Max Power – how many power slots from your reactor can be put into the weapon. Plasma has -75% damage vs shields. You. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. 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. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. 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. There are many types of modules, each one improving a different aspect of your own ship. Kollatius World of insanity, details and knowledge. hull relative to plasma. Ditch the Tachyon lance unless you're going up against Prethoryn. See Armor page for details of beam vs armor. Maybe as an anchor for your brawler line as a sort of fleet carrier. 50, vs Gamma lasers at 6.