Missiles are somewhat better against point defense, by dint. 97 Lance vs Kinetic 16. Ditch the Tachyon lance unless you're going up against Prethoryn. New Scenario: Asteroid Armory custom startlevel 1. 5. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. 35*shields + 1. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day depending on the class of shields you equip. Long ranger weapons sacrifice this for more distance (which does help hit faster targets too) We will look at short. Sectors can change depending on systems gained. They can be on the outskirts firing while the autocannon corvettes take up the front lines. 000 of Autocannon mercs lost to ~45. If. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. It lacks the bonus to hull damage lasers have. The only difference between the two, damage-wise, is how many levels of specialization you've trained. 75 I do try to make things more interesting in my Mod, for example. 4 carriers and the rest alphas seems to. Gauss Cannons have longer range and can be small, medium or large. And yes, it's unintuitive and maybe should be changed. Getting traditions. I see the stats and sometimes I think railgun is better than autocannon or that basic laser is better than plasma launchers. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. Now Flak: It deals avarage 6 damage per shot, reload in 0. 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. 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. 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. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. Stellaris. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. 33 4. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Same for. As it says. 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. json. 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. Tears apart moderately armored vessels and creatures with overwhelming fire. Good job doing the tests, but there can always be more. Living Metal and Zro are kinda weird resources because they have very few uses. 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. Not sure about projectile weapons, but the highest meta-level Tech 1 Railgun does the same base damage as a Tech 2 Railgun (and it has a higher optimal range). The resulting. M99 Stanchion. 43 Advanced. As it says. Other Fun Options. Set Attacker Offensive Vassals [my three vassals]. When shields are gone torpedoes should have finished armour too. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. vs. 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. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. 2. The damage malus to armor seems pretty bad, and that's why you put the Plasma Cannons which have a 100% bonus to armor to counteract it. I think rail guns do better in this situation. I decided to compare 4 main types of weapon against each other on same ship designs. 3. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. 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. Hello all. 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. 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. 1. 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. You need a Class C reactor if you want to use Class C ship modules. Plasma has -75% damage vs shields. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. Marauder 115N Rapid Railgun: Mauler 104L Autocannon: Mauler 104L Cannon: Mauler 105U Autocannon: Mauler 105U Cannon: Mauler 106S Shot-Cannon: Mauler 106T. ago. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. So as long as you have enough of both types you won't have any problem getting. 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. Hello all. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. Sammy. 2 and I'm wondering what the optimum fleet mix is and the best weapons. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. All Discussions. “The profiles on their datasheets have been overhauled, enabling us to better represent the. This weapons is also good vs armor due to being a burst beam. Autocannons have a longer effective range and greater terminal. Try it out in the Ship Designer. We have 3 basic types, rockets, kinetics and lasers. Honestly, I don't even bother with mass drivers at all. I stick to Corvette spams until I can make Tesla Battlecruisers. 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. Then targeted hit on engines before boarding. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. lasers are outgunned by plasmas. The first fleet composition we will discuss is a Corvette-based composition. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. Lasers, missiles and railguns all have their individual strengths and weaknesses. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. 7132. So as for me it's one of the best starts, when you can kill some space cows for it (especially as I tend to ignore entire railgun tree if can). Legacy Wikis. 9 Plasma Thrower (40 range, 40. Long range turret. 7, but I hope the developers will listen to this and do something about it in 3. 54, 29. This page was last edited on 15 May 2016, at 13:01. 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. They both can work on the hull. 25) Has Discovery Traditions Tradition (×0. GoldNiko • Space Engineer • 2 yr. Generally speaking you also want to choose either kinetic, missile or. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. 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. Gauss do more DPH and have less penalty hitting armour. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. M gives decent range boost so your railguns and autocannons are hitting at similar range. . Stellaris Wiki Active Wikis. This weapons is also good vs armor due to being a burst beam. phase distruptors suck big time. 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). 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. As it says. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 24 , 24. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. Railgun is starter. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. General Damage is best done bye Gauss Cannons. Stellaris. The balance of gatling guns to others might be off. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. Two autocannos and a plasma makes them quite good. 76 Rare Crystals, penalty vs. 6S, and L=3. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. 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). ; About Stellaris Wiki; Mobile view Stellaris Guide. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. Set Attacker Offensive Overlord Set Defender [my target]. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. 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. Barrage. Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. "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. Neutron Launchers. 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. Against shields only and armor only. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. ago. Short range weapons are better DPS and are more able to hit smaller and faster targets. 1 titan - basically the same as battleship setup. JVendin • 6 yr. Physics research area comprises the fields: Computing, Field Manipulation and Particles. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. znihilist. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. . For example the ancient laster (Cavitation Collapser), resembles normal lasers. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. Hello all. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. 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. Costs 900 Engineering; Unlocks Autocannon; Railguns. 81 5. Start tracking progress. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. But it also penetrates armor by 50%. 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. Same reason as above. The Disruptor and Autocannon do pair decently with the torp. If you had to choose, which would you put on the majoirty of your ships and defense stations?If I was good at Stellaris modeling, I'd so re-design the models and GUI to be steampunk-esque. 4. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. 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). For some reason, the game really values Corvettes and undervalues Cruisers. As anti-shield weapon is also better then T3 railgun. 63 4. So a Tech 2 Railgun can be 10% better. 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. 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. 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. It says to double engagement range. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. How to Beat the Scavenger Bot in Stellaris. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage when you take into account bonuses against shields and hull. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. You can up your tracking game with Auxiliary Targeting. Again, in Stellaris, you are only limited by your imagination. 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. Try it out in the Ship Designer. 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. The best ballistic auto turret of all belongs to the Shinigami Jishaku series. that is a 325% difference in base DPS before adjusting for modifiers. Gatling guns do a good job against small fast targets like other SG fighters due to the high rate of fire. Lasers are usefull to unlock Tachyon lancers. 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. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. Sorry it might have been confusing me opening up talking about PD vs Flak and then switching to Flak vs Autocannon. 17. 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. The Jishaku Nd RF is especially deadly, considering the fact that you can build. The best weapon vrs Armor is. Kollatius World of insanity, details and knowledge. 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. 8. Original SC from the unmodded game has been converted into the laser SC from this mod. 3. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. 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. 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). Small autocannons use regular S slot and seem to have comparable stats. Autocannon gets bonus against shields (first 1/3 of a ship) and plasma gets a bonus against armor and hull (the other 2/3 of a ship). If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. If you tech up missiles, throw an autocannon with em. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. 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 railgun (also spelled rail gun) is a linear motor device, typically designed as a weapon, that uses electromagnetic force to launch high- velocity projectiles. Starfield is a sci-fi RPG being developed by Bethesda Game Studios. though if you really want one an Autocannon isn't bad. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. Costs 900 Engineering; Unlocks Autocannon; Railguns. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. I'm not completely sure about mid-game yet. 0) Number of years since game start is greater than 15 (×2. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. This is also a great choice for the Ballistic missile range. . Highly advanced autocannons capable of ejecting shells that explode into a cloud of. Hello all. Reply. They can be on the outskirts firing while the autocannon corvettes take up the front lines. As it says. shields: 1. Lance is ignored for, well, pretty much the same reason. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. 29 + 100% Armor Penetration vs 12. However I will use autocannons if somehow its a tier above my current rail/coil guns. 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 . hull relative to plasma. Assume I am using the Tier V. 86 3. 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. 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. So as for me it's one of the best starts, when you can kill some space cows for it (especially as I tend to ignore entire railgun tree if can). 3. [deleted] • 7 yr. Hello all. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. 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. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. Just swap the artillery core for the carrier core and leave everything else the same. Railgun is a universal turret. AC have a max range of 30 and can only be small. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. The Word from the Studio. Railguns now have a Penalty against Shields but literally twice the range of Lasers. 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. Starfield features various ship-based weapons, and cannons and autocannons are among those. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. 79 6. 15 4. CL Loadout = Five slots of [M] Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* Autocannon fleets don't even make it to the enemy =/ Granted, when they do that's when they actually do put out the damage they say they do, but until then it's counting your ships exploding. But they're highly specialized due to their short range, poor accuracy, and uselessness against armor. · 5 yr. Mono-cruiser fleets are totally viable. 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. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. 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. Light Needler is not significantly more efficient, and the. 75. So if your wars are with vettes & few destroyers - it will shine. Stellaris Wiki Active Wikis. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. If you had to choose, which would you put on the majoirty of your ships and defense stations?Nanite Autocannon and Flak. Check the tooltip to see if there is. hull: 4. Autocannons are extremely short range. I did some research , and decided to design my own ships , I when with missal corvette and destroyer with Red laser, as AI put a lot of amor in his ships and ignore shields. kinetic are outgunned my kinetic artillery. Which of these tech is better in the long term?Stellaris. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. Legacy Wikis. Complete list of technologies at Stellaris . Stellaris Wiki Active Wikis. 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. Stellaris. Any tips on what situation/role which weapon class wins out?Stellaris. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. they 7. With so many different weapon modules to choose from, combined with. 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). They can protect your battleship fleet from torpedo corvettes. Max Power – how many power slots from your reactor can be put into the weapon. You starting weapons should make up the backbone of your fleet throughout the entire game. The disadvantage longer term is that repeatable tech bonuses are split across energy weapons in physics and kinetics in engineering. Auto cannons are better against small LG ships, slower rate of fire but decent punch so you can take out the important bits like weapons and thrusters. All types of planets. Start doesnt matter because we will research others later - but im always confused here should i use e. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Well it depends largely upon what combat role you wish to serve in EVE. ago. ago. 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). Shield DMG – how much damage it does to shields. Player is normally able to fit those only on Small slots. The Dual Heavy Beam Laser tracking is 1. With so many different weapon modules to choose from, combined with. Any tips on what situation/role which weapon class wins out?Stellaris. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large- caliber (20 mm/0. It simply doesn't have the damage output. 67. 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?KE-31A Autocannon is a Ship Module in Starfield. 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. Corvettes with Autocannon, double plasma mounts are ok. Hull. That said, the autocannon seems like the best non-penetrator for small slot. 0 unless otherwise noted. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Stellaris: Suggestions. 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. Weapon ranges play a very big part in ship combat. 1 Autocannon vs. The ratio of hull vs armor and shields does also drop off before you get into repeatables. 极度先进的自动火炮,射出的弹药可以在接近目标时引爆成一片纳米机器人云,以此过载目标的护盾并蚕食其船体区段。. ). Honestly, I don't. M = 1. I have a question about the autocannon firing in sequential turns. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. 06 Plasma vs Autocannon 11. Report. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. 99. Autocannon. 2. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Pyrrhus_the_Epirote. Assault cannons are better against stationary targets such. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. r/Stellaris. Same for shields, engines, power, etc. The Titan is fully loaded with kinetic. Just remember to only fight at max distance or. 11 + 100% Armor Penetration vs 15. As it says. 99 DPS. There are many types of modules, each one improving a different aspect of your own ship. IguanaTabarnak • 2 yr. Firstly, if you also have Vanilla Expanded Vikings, get the crypto rifle. The range is just awesome. 2. Gauss Cannons have longer range and can be small, medium or large. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. While autocannon is strong one in early fights it's quickly became. Null Void Beam is 2. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon.