Stellaris autocannon vs railgun. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Stellaris autocannon vs railgun

 
 The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcherStellaris autocannon vs railgun  Tears apart moderately armored vessels and creatures with overwhelming

The S slot on NL frigate also happens to be ideal for self. Also crystal infused/forged plating can add to hull. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. g. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. In addition, while most M weapons are 2x and. ImperialForce9 Jan 15, 2022 @. Though L slots can take either if youre making aggressive ships and don't want to dump. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. 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. [M] and weapons only. 4. When choosing a reactor the first thing to consider is which class of ship you want. 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". 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). Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. 50 Power: -2. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. Hull DMG – how much damage it does to structures/hulls. Do I have all the above right? If its something different than the wiki should be updated for clarication. shields is probably simply due to them firing so fast and shields having no. Stellaris Wiki Active Wikis. 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. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Stellaris still isn't following the Autocannon & Strike Craft meta anymore? Last I played (just before the Paragon's released), everyone was just hard-metaing the Autocannons & strike craft cruisers. I strongly suspect the autocannon is strictly superior, with more DPS, range, and better chance for outright single-shot kills. 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. 76 Rare Crystals, penalty vs. 8 battleship - particle lance and kinetic artillery, even on armor/shield. The plasma launchers make great medium slot weapons to balance all the autocannons so. Two autocannos and a plasma makes them quite good. As it says. Missile Weapons: Deals an equal amount of damage to their hull and shield at the cost of being. ; About Stellaris Wiki; Mobile view Stellaris Guide. 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. Torpedoes deal with the armour and autocannon deals with shields. Tears apart moderately armored vessels and creatures with overwhelming fire. 3. 06 Plasma vs Autocannon 11. 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. 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. Set Defensive Pact Members [my lone vassal]. 4 carriers and the rest alphas seems to. 97 Lance vs Kinetic 16. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. 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. Hello all. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. 5, and range of 120 instead of 250. (×1. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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). missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Stellaris: Suggestions. phase distruptors suck big time. 06 3. " Heavy Autocannon: "Heavy multi-barrel autocannon. 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. 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. 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. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. Large broadside battleship. As it says. ago. Physics research. It is believed that land or ship-based railguns with Mach 6 capabilities have effective ranges of more than 100 miles. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Ship Modules are parts used in the construction of Ships. I have a choice of either taking the Railgun or Autocannon tech branches. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Autocannon VS Mass driver. 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. ) then you can check a box that says "Auto Upgrade". Sammy. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Game start, 1PD, 2 lasers. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. Autocannon vs Artillery . 50 Damage: 5-10 Shield Damage: 100%. Hull DMG – how much damage it does to structures/hulls. +50% of a very low number is still a low number. 0 unless otherwise noted. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. It simply doesn't have the damage output. 61 5. I think rail guns do better in this situation. Each believe theirs is one true weapon and other is obsolete. The disadvantage longer term is that repeatable tech bonuses are split across energy weapons in physics and kinetics in engineering. 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. AC have a max range of 30 and can only be small. 792. Max Power – how many power slots from your reactor can be put into the weapon. ago. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. I place about 15-20 of each type in my mixed fleets (for a total of 30-40). Gunner Best Build #4: Hurricane Generalist. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. If so Why don't autocannon (Stormfire pretty quickly) shoot at. There are many types of modules, each one improving a different aspect of your own ship. The other two nanite components the nanite flak battery and nanite repair system scale properly and are. The only difference between the two, damage-wise, is how many levels of specialization you've trained. (for one of the upgrades. · 5 yr. #2. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Dec 16, 2022. 6 “Orion” update. Just swap the artillery core for the carrier core and leave everything else the same. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Railgun. Lasers would look for ships without shields and prioritize them, etc, etc. ". Stellaris Wiki Active Wikis. At 40 repetitions you have increased the damage by 200%. Results were similar to the last round. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. 3 Jishaku Nd RF Rapid Railgun Turret. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. The range is just awesome. Gauss Cannons have longer range and can be small, medium or large. The 425mm autocannon is the largest medium AC. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. 7. 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. Core Cracking. But because the range is abysmally short, they are useful only in the player’s hands, on dedicated ships designed to fight in close quarters. 7132. Stellaris Wiki Active Wikis. Costs 900 Engineering; Unlocks Autocannon; Railguns. Gauss do more DPH and have less penalty hitting armour. Creating ships. 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. While autocannon is strong one in early fights it's quickly became obsolete. Set Attacker Offensive Overlord Set Defender [my target]. 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, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. KE-20A Autocannon is a Ship Module in Starfield. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. Good damage, good pen, and against organics, it drops them in 3 shots from hypothermia, allowing for easy stripping of good gear/hunting tough animals like thrumbos and the legendary viking huntables. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. Generally speaking you also want to choose either kinetic, missile or. 3. Reply. ago. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. . Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing pre-dominantly in one area though not exclusively). Start doesnt matter because we will research others later - but im always confused here should i use e. M gives decent range boost so your railguns and autocannons are hitting at similar range. 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. nimdabew. At least late game. I decided to compare 4 main types of weapon against each other on same ship designs. 17. AC also have higher tracking and lower range. Dangan PB RF Autocannon. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. It lacks the bonus to hull damage lasers have. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. 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. Extremely effective against small grids such as fighters and rovers. This means that there's a 67% chance of the shot connecting and doing damage. 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. The issue happens when the devs both take experimental design approaches that both defy the laws of gravity. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. Ship AI in stellaris is fairly smart. The range is just awesome. 08 Stormfire Autocannon 5 S 7. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. JVendin • 6 yr. Null void beam (S, L, M) - can be obtained via researching void. 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. 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. Hello all. They're strictly superior to railguns when used with torpedos. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Stellaris Wiki Active Wikis. 1 Autocannon vs. Other than Armor Hardening, it's just the edict to speed up megastructure construction. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 63 4. 97 Lance vs Kinetic 16. 6 fleet composition. Their role is to sprint to the enemy, intercepting any missiles / strike craft along the. The temptation of "one shot, one kill" certainly led the Luftwaffe down a chimerical cul de sac of specialized heavy autocannon. Which of these tech is better in the long term? Увійти КрамницяThe tech system is random. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. 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. znihilist. Starfield features various ship-based weapons, and cannons and autocannons are among those. 67. 0S. 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. You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. . 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. Set Attacker Offensive Vassals [my three vassals]. 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. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. ago. Its DPS is 4. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. That’s it. With so many different weapon modules to choose from, combined with. 78 4. 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. Useful to destroy the enemy ships and get rid of them. Now Flak: It deals avarage 6 damage per shot, reload in 0. 2 (I) , +1. Ditch the Tachyon lance unless you're going up against Prethoryn. Stellaris Wiki Active Wikis. Noble. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. I have a choice of either taking the Railgun or Autocannon tech branches. 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. 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. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. The first fleet composition we will discuss is a Corvette-based composition. 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. 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. Null void beam (S, L, M) - can be obtained via researching void. Autocannons are good on corvettes. Shield DMG – how much damage it does to shields. As it says. 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. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Wszystko Dyskusje Zrzuty ekranu Prace graficzne Transmisje Wideo Warsztat Aktualności Poradniki Recenzje Stellaris > Dyskusje ogólne > Szczegóły wątku. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. 3. Do I have all the above right? If its something different than the wiki should be updated for clarication. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. I'm not completely sure about mid-game yet. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. 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 fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. 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. Torpedo assault carrier is the most balanced ship design. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. The Dual Heavy Beam Laser tracking is 1. 79 6. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). 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. 2 and I'm wondering what the optimum fleet mix is and the best weapons. kinetic are outgunned my kinetic artillery. 3. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Player is normally able to fit those only on Small slots. He is also the dwarf you begin with in the tutorial. hull: 4. Short range weapons are better DPS and are more able to hit smaller and faster targets. Inside your ship, there are three special places for these weapons. 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. Firstly, if you also have Vanilla Expanded Vikings, get the crypto rifle. startledastarte • 7 mo. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. Data:Technology/tech nanite autocannon. 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. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. Autocannons (AC) track better (which makes them better at hitting fast and close range targets), they have a higher rate of fire, and they do more raw damage. 0) Number of years since game start is lower than 5 (×2. Legacy Wikis. September 7, 2023. Missiles are a punch up weapon, dealing large slot equivalent damage in the space of a medium slot. How to Beat the Scavenger Bot in Stellaris. 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). 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. Autocannon diplomacy is so stupid. Stellaris. You can up your tracking game with Auxiliary Targeting. Maybe as an anchor for your brawler line as a sort of fleet carrier. 0) Number of years since game start is greater than 15 (×2. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. So here we get a CtH of 75 - 8 = 67%. 85 vs. Content is available under Attribution-ShareAlike 3. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. The autocannon is one of several ship weapons available for militarized spaceships. 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. 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. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. All but one defense slot are dark matter shields, I have two shield hardeners and a reactor booster. If you don't have either, try and get them ASAP. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. They are commonly found mounted in pairs, increasing their overall destructive potential. 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. Business, Economics, and Finance. 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. They can be on the outskirts firing while the autocannon corvettes take up the front lines. 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). Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Perception and Willpower are the attributes most important for training gunnery skills. 00. Content is available under Attribution-ShareAlike 3. Stellaris Ship Design Guide 2023 [3. 000 of disruptor cruisers with the cruisers loosing basically nothing. For kinetic weapons, you want a scientist with Propulsion expertise. I have a choice of either taking the Railgun or Autocannon tech branches. As it says. That's until the enemy has PD in any decent number. 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. A tag already exists with the provided branch name. [1] [4] [5] The M66 has a power draw of 8 megajoules. 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. Max Power – how many power slots from your reactor can be put into the weapon. 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. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. As anti-shield weapon is also better then T3 railgun. Cheats. A great choice for both campers, who like to destroy enemies while hiding far away, and semi-defenders, that always move around the map. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. KE-20A Autocannon is a Weapon. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. The only drawback would be overkill, which is only an issue if you're facing a manhunting pack of ducks or something. This guide is based on Stellaris 1. I have a choice of either taking the Railgun or Autocannon tech branches. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. 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. Assume I am using the Tier V. If. Same for shields, engines, power, etc. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. Basics. 3 and was established from the information provided in this meta-tech tree:. Assume I am using the Tier V. The Carrier computer has two values: It details the ship holds position at 150. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. #5. Autocannon Ammunition Autocannon ammunition comes in easily transported magazines. General rule of thumb, if you have a small weapons slot, put an autocannon in it. It has zero weight and nothing increases it. Strike craft with [M] and. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. . The ship design will automatically update with the newer tech. -Gatling gun-point defence against missiles and fighters due to high. As it says. A tag already exists with the provided branch name. Note that only Tech 2 autocannon can load Tech 2 ammunition. Even then, there's still an element of randomness, so it might take a few tries to get the tech you want. On battleships, late in the game. Report. Computer/Position: Line. 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. EDIT: If I get the Enigmatic Decoder from the Enigmatic. [deleted] • 7 yr. 2. Torpedoes fire slowly, and do extra damage based on how big the target is. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Any tips on what situation/role which weapon class wins out?As it says. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. 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. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. even on the autocannon's worst target it has 40% the effectiveness of plasma. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly.