stellaris autocannon vs railgun. Cruisers lost hard. stellaris autocannon vs railgun

 
 Cruisers lost hardstellaris autocannon vs railgun  Frigates are an advanced version

Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 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. 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. This means that there's a 67% chance of the shot connecting and doing damage. You starting weapons should make up the backbone of your fleet throughout the entire game. Both have bonuses to hull, and your DPS is decent. The temptation to for bigger caliber weapons only magnified their penalties. General rule of thumb, if you have a small weapons slot, put an autocannon in it. 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. Round 3 was the same vessels, but with arc emitters. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. Plasma or Lasers. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. Hello all. laser, where plasma, where rocket to adapt to. hull relative to plasma. Railguns now have a Penalty against Shields but literally twice the range of Lasers. . 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. 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. I just don't use a rail gun cos having fun with auto turrets n about to build that ship. shields is probably simply due to them firing so fast and shields having no. Ship Modules are parts used in the construction of Ships. Computer/Position: Line. So one is for evasive and fast ships, the other for big broadsiding ranged ones. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. First Choice. json. 97 Lance vs Kinetic 16. ago. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. 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. 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. 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. 11 + 100% Armor Penetration vs 15. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 6 fleet composition. 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. Reply. Any tips on what situation/role which weapon class wins out?As it says. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. r/Stellaris. 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%. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. Legacy Wikis. Large broadside battleship. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Content is available under Attribution-ShareAlike 3. If you don't have either, try and get them ASAP. It says to double engagement range. Kollatius World of insanity, details and knowledge. New Scenario: Asteroid Armory custom startlevel 1. It does a mixture of explosive and kinetic damage, a little. 2 (I) , +1. Note that only Tech 2 autocannon can load Tech 2 ammunition. Not necessarily it seems. I have a choice of either taking the Railgun or Autocannon tech branches. AC have a max range of 30 and can only be small. 25 / ×2. #5. This build works well in most cases, from close to long-range enemies such as menaces and spitball infectors. You need Flak and Kinetic Artillery and they sit along the kinetic tree. The only exception is when you’re countering something specific. 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. 9 Plasma Thrower (40 range, 40. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. Small stormfire autocannon- 19. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. 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. 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). 29 + 100% Armor Penetration vs 12. If. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for them to shoot at, the missiles have destroyed it all. Small plasma cannon- 6. When choosing a reactor the first thing to consider is which class of ship you want. 2. How accurate is the rail gun? The next generation gun is called a rail gun. 82*hull < 7. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. But on a kinetic weapon that's obviously. Both have bonuses to hull, and your DPS is decent. 11 + 100% Armor Penetration vs 15. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. All codes for the game: The main list. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. I have a choice of either taking the Railgun or Autocannon tech branches. ; About Stellaris Wiki; Mobile view Stellaris Guide. KA + Plasma basically. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. ago. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. startledastarte • 7 mo. Damage 34-50. M99 Stanchion. vs. 99. 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. Autocannon vs Artillery . But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. 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. That’s it. 2 and I'm wondering what the optimum fleet mix is and the best weapons. 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. 0S. We have 3 basic types, rockets, kinetics and lasers. The autocannon is one of several ship weapons available for militarized spaceships. kinetic are outgunned my kinetic artillery. 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. As it says. 79 6. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. Report. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. Do I have all the above right? If its something different than the wiki should be updated for clarication. they 7. ago. Jishaku AlNiCo RF Rapid Railgun B 66 Ballistic Jishaku Fe Railgun B 22 Ballistic Jishaku Fe RF Rapid Railgun B 26 Ballistic Jishaku Fe RF Rapid Railgun Turret B 32~85. This page was last edited on 14 October 2017, at 10:52. | VirgiliusM 于8个月前 修改了 此页面。. Autocannon [edit | edit source] Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. 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). 4. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. 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. Autocannons are good on corvettes. Legacy Wikis. 1 Autocannon vs. Player is normally able to fit those only on Small slots. See Armor page for details of beam vs armor. 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. As a fleet 3. . This weapons is also good vs armor due to being a burst beam. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. They make your ship strong and able to move well in space fights. 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. Which makes me wonder, what if all three have a place. That's until the enemy has PD in any decent number. They both can work on the hull. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If you had to choose, which would you put on the majoirty of your ships and defense stations?Autocannon Turret The Autocannon turret is a significant improvement over the gatling turret in raw stopping power. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. ago. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. lasers are outgunned by plasmas. Stellaris. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. 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. Set Attacker Offensive Vassals [my three vassals]. It is a no big deal but is this intended? Reply. Just swap the artillery core for the carrier core and leave everything else the same. Pyrrhus_the_Epirote. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. I know is a stupid question but, what weapon from the ones I mentioned is better in what. 6S, and L=3. Lasers, missiles and railguns all have their individual strengths and weaknesses. ) then you can check a box that says "Auto Upgrade". Assume I am using the Tier V. As it says. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. The ship design will automatically update with the newer tech. They can be on the outskirts firing while the autocannon corvettes take up the front lines. I place about 15-20 of each type in my mixed fleets (for a total of 30-40). 06 3. There are many types of modules, each one improving a different aspect of your own ship. Set Attacker Offensive Overlord Set Defender [my target]. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". ; About Stellaris Wiki; Mobile view Laser vs Railgun 11. In. Stellaris. Honestly, I don't. This page was last edited on 15 May 2016, at 13:01. Stellaris. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. 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. The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. That said, for other enemy types, you should pack some smaller weapon systems (M or S size) to hit opposing corvettes. Now Flak: It deals avarage 6 damage per shot, reload in 0. armor, and +330% vs. As it says. Nov 13, 2013. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. 78 4. With so many different weapon modules to choose from, combined with. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. M = 1. 29 + 100% Armor Penetration vs 12. 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. KA + Plasma basically. Creating ships. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. And yes, it's unintuitive and maybe should be changed. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. to do significant damage a laser need a bit of time, and in the moment the "impact" is recorded the target just needs to shift its position to weaken the beams efficiency. Utility slot should be set to Afterburners for maximum speed. The way I imagined it was that you'd have energy weapons with a small bonus vs hull + armor (solid material defense) and ones with a more substantial bonus vs shields (energy / electromagnetic field defense). 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. ) then you can check a box that says "Auto Upgrade". 15 4. (for one of the upgrades. 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. Jagdverband 44's experience with the BK 5. The ratio of hull vs armor and shields does also drop off before you get into repeatables. 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. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. Generally speaking you also want to choose either kinetic, missile or. Frigates are an advanced version. Torpedoes deal with the armour and autocannon deals with shields. 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. Role: Rapid fire. 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. 24 , 24. As part of a synergistic design, Autocannons are a great weapon. 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. 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. Each missile has a 25% chance to stun the bug for 3 seconds. This guide is based on Stellaris 1. 792. 6 “Orion” update. Light Needler's competitor, Railgun, is simply too good. Stellaris' recent 3. kinetic are outgunned my kinetic artillery. 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. I think rail guns do better in this situation. The same goes for just about every weapon out there regarding their specialty. 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). 2. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. A tag already exists with the provided branch name. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. AHostOfIssues • 4 yr. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. Hello all. phase distruptors suck big time. Railguns however, are arguably the best weapon in the game, although they really only work good in the front and rear turrets due to the angles. ago. The plasma launchers make great medium slot weapons to balance all the autocannons so. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. 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. AC also have higher tracking and lower range. Null void beam (S, L, M) - can be obtained via researching void. On battleships, late in the game. Sorry it might have been confusing me opening up talking about PD vs Flak and then switching to Flak vs Autocannon. -Gatling gun-point defence against missiles and fighters due to high. 1 giga cannon, 2 artillery, the rest some kind of laser. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. 1 czerwca 2020 o 0:36 Why do you have to use strike craft to use point defence? I don't get it, it would be so much better if you could just add a guardian or flak to any. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 8 battleship - particle lance and kinetic artillery, even on armor/shield. ago. 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. Hull. Where as if you equip Regen Hull Tissue 1 slot is 3 HP per day, and 2. Do I have all the above right? If its something different than the wiki should be updated for clarication. 0 unless otherwise noted. 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. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 1 titan - basically the same as battleship setup. 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 range is just awesome. Stellaris Wiki Active Wikis. Put an Maniac Scientist on Physics, you have a small chance of rolling the Null Void tech. 1 torp, 1 disruptor corvette. Gatling guns do a good job against small fast targets like other SG fighters due to the high rate of fire. How far can a rail gun go? The range of a railgun is related to the speed at which it can fire. 67. Content is available under Attribution-ShareAlike 3. Railgun is a universal turret. 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. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. Content is available under Attribution-ShareAlike 3. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. AHostOfIssues • 4 yr. So a Tech 2 Railgun can be 10% better. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Two autocannos and a plasma makes them quite good. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. 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. While autocannon is strong one in early fights it's quickly became. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. I was sad to hear during the stream today that Autocannons wont be changed in 3. DPS is through the roof, hence why the fleet power with them is so high. Original SC from the unmodded game has been converted into the laser SC. · 5 yr. shields of -50% instead of -25%, bonus vs. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. Any tips on what situation/role which weapon class wins out?1. 3 and was established from the information provided in this meta-tech tree:. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. Start doesnt matter because we will research others later - but im always confused here should i use e. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. For kinetic weapons, you want a scientist with Propulsion expertise. Useful to destroy the enemy ships and get rid of them. Rail guns get through the shields faster and can help the missiles deal with the armour as well. Kinetic Weapons in Stellaris also come in multiple categories. • 3 yr. When shields are gone torpedoes should have finished armour too. Long ranger weapons sacrifice this for more distance (which does help hit faster targets too) We will look at short. If. The M66 LRG is a powerful anti-armor weapon that fires 30mm high-density ferrous projectiles at ultra-high velocity. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. For some reason, the game really values Corvettes and undervalues Cruisers. 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. 99. 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. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. Any tips on what situation/role which weapon class wins out?As it says. Basics. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. 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. Its DPS is 4. 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. 7132. So here we get a CtH of 75 - 8 = 67%. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. 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. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. 54, 29. 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. laser, where plasma, where rocket to adapt to. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. 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. Sciira • 6 yr. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. I'm not completely sure about mid-game yet. No you can't. ago. 18 3. ). Game start, 1PD, 2 lasers. Reply. Yes I'm actually talking about the gun called "autocannon". It is believed that land or ship-based railguns with Mach 6 capabilities have effective ranges of more than 100 miles. Perception and Willpower are the attributes most important for training gunnery skills. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. You can also use the lower class ship modules if you have a higher Class reactor. 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.