Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. This page was last edited on 15 May 2016, at 13:01. Hull- 9. Mono-cruiser fleets are totally viable. All Discussions. 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. 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. 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. One hit from this thing can take down anything but the sturdiest mechs. I was sad to hear during the stream today that Autocannons wont be changed in 3. “R” key once you get a lock-on. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. Stellaris. 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. KA + Plasma basically. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. Stellaris Wiki Active Wikis. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. The Disruptor and Autocannon do pair decently with the torp. Legacy Wikis. Fires ballistic rounds fitted with a proximity fuse. 84 10. Hull DMG – how much damage it does to structures/hulls. rather than rail guns. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. Silveressa Oct 21, 2020 @ 11:19am. This page was last edited on 14 October 2017, at 10:52. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. 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 sinews of war are infinire money. The autocannon might be a better burst damage weapon, meaning first strikes are going to be stronger. I have a choice of either taking the Railgun or Autocannon tech branches. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Assume I am using the Tier V. Run Tachyon Lance, 3. 25 / ×2. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. When shields are gone torpedoes should have finished armour too. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Lasers would look for ships without shields and prioritize them, etc, etc. Wszystko Dyskusje Zrzuty ekranu Prace graficzne Transmisje Wideo Warsztat Aktualności Poradniki Recenzje Stellaris > Dyskusje ogólne > Szczegóły wątku. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. 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. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. laser, where plasma, where rocket to adapt to. Both have bonuses to hull, and your DPS is decent. I just returned to playing the massively changed game in 2. I almost never use autocannons but I usually research them pretty quickly to get to flak. 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). Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. Heavy Railgun: "Large diameter railgun with formidable stopping power. Getting traditions. Autocannon vs Railgun is more up for debate for S and M. The Dual Heavy Beam Laser tracking is 1. Ship AI in stellaris is fairly smart. 1 Autocannon vs. r/Stellaris. Autocannons are good on corvettes. A carrier hanging back for its hangar's range,while having PD and Flak, and a cruiser with long and medium kinetics and lasers sitting at medium 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. Stellaris Ship Design Guide 2023 [3. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Autocannon vs Artillery . It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. 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. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. 4 carriers and the rest alphas seems to. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable. Torpedoes fire slowly, and do extra damage based on how big the target is. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. I almost always. Kinetic weapons being good vs. Light Needler's competitor, Railgun, is simply too good. However I will use autocannons if somehow its a tier above my current rail/coil guns. Hello all. 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. 81 5. 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?As it says. 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. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Gauss do more DPH and have less penalty hitting armour. ISBN: 9781250854124 . A great choice for both campers, who like to destroy enemies while hiding far away, and semi-defenders, that always move around the map. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. Against shields only and armor only. 79 + 50% Armor Penetration vs 12. ago. 1 titan - basically the same as battleship setup. Best Ship Weapon Overall: Atlatl 280C Missile Launcher. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Colossus Project ascension perk. kinetic are outgunned my kinetic artillery. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. Player is normally able to fit those only on Small slots. Gauss do more DPH and have less penalty hitting armour. Description. This page was last edited on 14 October 2017, at 10:50. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. Recently heard about this trick about how weapon DPS makes a great contribution to fleet power and the autocannon just has a massive amount of DPS on paper. 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. Starfield:Weapons. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. 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. 31. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. 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. 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. What is better for dps? Afterburners modify Combat Speed, not Evasion. 06 Plasma vs Autocannon 11. I'm not completely sure about mid-game yet. 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. AC have a max range of 30 and can only be small. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. 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. And. It lacks the bonus to hull damage lasers have. As it says. Not necessarily it seems. M gives decent range boost so your railguns and autocannons are hitting at similar range. 6 Fleet Meta Prediction. Other Fun Options. 792. . Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. hull: 4. Start tracking progress. Do I have all the above right? If its something different than the wiki should be updated for clarication. Titans. 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. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. Extremely effective against small grids such as fighters and rovers. Starfield is a sci-fi RPG being developed by Bethesda Game Studios. 75 vs. 3 Jishaku Nd RF Rapid Railgun Turret. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Large broadside battleship. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. 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. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. This page was last edited on 15 June 2018, at 07:01. Weapon ranges play a very big part in ship combat. “The profiles on their datasheets have been overhauled, enabling us to better represent the. Mar 14. 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. ago. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. 11 + 100% Armor Penetration vs 15. Its understandable since a single system craft is far far more than even ten of thousands titans. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. phase distruptors suck big time. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. The range is just awesome. I think rail guns do better in this situation. 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. Eventually, I realized it (the cost increase) was because of research. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. 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. Ditch the Tachyon lance unless you're going up against Prethoryn. Any tips on what situation/role which weapon class wins out?As it says. You starting weapons should make up the backbone of your fleet throughout the entire game. 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. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Costs 900 Engineering; Unlocks Autocannon; Railguns. they 7. 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。. lasers are outgunned by plasmas. 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. Legacy Wikis. 7132. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. As it says. The same goes for just about every weapon out there regarding their specialty. 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%. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. I don't know if Stellaris works this way, but as captain of corvette, I would certainly instruct my weapons officer to do this but he's a smart guy and would already be doing this. 41 5. Autocannon VS Mass driver. (Technically the Engineer's secondaries can deal with crowds too but their low ammo makes them inconsistent when the game throws a lot at you at once) Both the Revolver and BRT7 can both be fined. ago. 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. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. 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. Same for. . (for one of the upgrades. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. M67 light anti-infantry weapon. At least late game. Assume I am using the Tier V. 3. Firstly, if you also have Vanilla Expanded Vikings, get the crypto rifle. 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. The resulting. This advice has revolutionised my fleets. Once cruisers are everywhere, switch to conventional weapons (neutron + laser + autocannon). With so many different weapon modules to choose from, combined with. 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. In addition, while most M weapons are 2x and. Railguns now have a Penalty against Shields but literally twice the range of Lasers. 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). They make your ship strong and able to move well in space fights. Do I have all the above right? If its something different than the wiki should be updated for clarication. 58 5. M = 1. How far can a rail gun go? The range of a railgun is related to the speed at which it can fire. ago. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. 63 4. (×1. ). Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. but Laser + Autocannon or Plasma + Null Void is better. 3. As it says. 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. Legacy Wikis. The plasma launchers make great medium slot weapons to balance all the autocannons so. M99A2S3 Stanchion. It's OP as all heck. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. There are 5 designs that are "optimal". 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. . It’s because the numbers can be misleading, as the numbers are inflated. 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. Gauss Cannons have longer range and can be small, medium or large. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. they 7. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Kinetic Weapons in Stellaris also come in multiple categories. At least late game. 7. 8. " Auxiliary Hardpoint Weapons: Auxiliary Light. Barrage. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. A guide to Railgun. Hello all. A tag already exists with the provided branch name. Onward, for science!Railgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. XL: LanceStellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A NethereseWyvern • Additional comment actions. Game start, 1PD, 2 lasers. 79 6. I'd personally consider it one of the best weapons for its slot, honestly. Autocannons are extremely short range. Legacy Wikis. So one is for evasive and fast ships, the other for big broadsiding ranged ones. 1. Ascension perks. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. Start tracking progress. ago. Inside your ship, there are three special places for these weapons. If so Why don't autocannon (Stormfire pretty quickly) shoot at. 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. kinetic are outgunned my kinetic artillery. shields of -50% instead of -25%, bonus vs. Missile Weapons: Deals an equal amount of damage to their hull and shield at the cost of being. Same reason as above. shields: 1. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. Also crystal infused/forged plating can add to hull. Yes I'm actually talking about the gun called "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. Ship Modules are parts used in the construction of Ships. Tears apart moderately armored vessels and creatures with overwhelming. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. I mean, otherwise people would be doing that over games every time. Storm fire has really good tracking and dps for a small range, however the low damage per hit will give enemy fleets a lot of chances to escape the fight. Ship Modules are parts used in the construction of Ships. 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). There are many types of modules, each one improving a different aspect of your own ship. 0 unless otherwise noted. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. 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. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. 50, vs Gamma lasers at 6. Autocannons are basically kinetic's version of plasma weapons - even stronger against shields than railgun, and even gets bonus damage to hulls, but weaker against armor in exchange. The projectile normally does not contain explosives, instead relying on the. 0) Number of years since game start is greater. Sammy. ImperialForce9 Jan 15, 2022 @. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 79 Badges. Start doesnt matter because we will research others later - but im always confused here should i use e. shield, -50% vs. 50 Damage: 5-10 Shield Damage: 100%. This seems like a bug, as the code clearly says zero. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. 0) Number of years since game start is greater than 15 (×2. 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. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Torpedo corvettes with autocannon. JVendin • 6 yr. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. 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. Useful to destroy the enemy ships and get rid of them. 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. 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. Missiles are a punch up weapon, dealing large slot equivalent damage in the space of a medium slot. 78 4. 8. lasers are outgunned by plasmas. 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. Legacy Wikis. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Read on to learn how to get KE-49A Autocannon, its requirements, locations, and stats. 97 Lance vs Kinetic 16. 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. 79 + 50% Armor Penetration vs 12. Frigates are an advanced version. the. 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. 0S. Which of these tech is better in the long term? Увійти КрамницяThe tech system is random. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. 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. Long range turret. 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. 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. For some reason, the game really values Corvettes and undervalues Cruisers. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Carrier battleship. The S slot on NL frigate also happens to be ideal for self. If you had to choose, which would you put on the majoirty of your ships and defense stations?The Gunner is one of the four playable dwarves of Deep Rock Galactic. The balance of gatling guns to others might be off. All codes for the game: The main list. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Jump to latest Follow Reply. Put an Maniac Scientist on Physics, you have a small chance of rolling the Null Void tech. . The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. Stellaris. 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. 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. So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. Autocannon. 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 . Assume I am using the Tier V. Torpedoes fire slowly, and do extra damage based on how big the target is. Content is available under Attribution-ShareAlike 3. Sorry it might have been confusing me opening up talking about PD vs Flak and then switching to Flak vs Autocannon. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". List of resources. The ship design will automatically update with the newer tech. Null void beam (S, L, M) - can be obtained via researching void. Role: Rapid fire. Gunner Best Build #4: Hurricane Generalist. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. Plasma Auto. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. Stellaris. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. startledastarte • 7 mo. We’ll begin with an exploration of the goals and intended scope of the changes, and then go into detail regarding what we’ve done. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. Sciira • 6 yr. 000 of disruptor cruisers with the cruisers loosing basically nothing. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. [deleted] • 7 yr. KA +. As anti-shield weapon is also better then T3 railgun. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. 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". Now Flak: It deals avarage 6 damage per shot, reload in 0. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. ago. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2.