stellaris autocannon vs railgun. . stellaris autocannon vs railgun

 
stellaris autocannon vs railgun  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

Content is available under Attribution-ShareAlike 3. Technology. At 40 repetitions you have increased the damage by 200%. kinetic are outgunned my kinetic artillery. Armor- 12. Rail gun ammunition comes as a multipart sabot with as. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Neutron Launchers. Shield DMG – how much damage it does to shields. 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. phase distruptors suck big time. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). 58 5. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. 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. This weapons is also good vs armor due to being a burst beam. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. Jump to latest Follow Reply. Perception and Willpower are the attributes most important for training gunnery skills. There are 5 designs that are "optimal". Just swap the artillery core for the carrier core and leave everything else the same. Start tracking progress. The temptation of "one shot, one kill" certainly led the Luftwaffe down a chimerical cul de sac of specialized heavy autocannon. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. 1 giga cannon, 2 artillery, the rest some kind of laser. All but one defense slot are dark matter shields, I have two shield hardeners and a reactor booster. I was sad to hear during the stream today that Autocannons wont be changed in 3. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. If. Just remember to only fight at max distance or. Try it out in the Ship Designer. The balance of gatling guns to others might be off. As a fleet 3. They can be on the outskirts firing while the autocannon corvettes take up the front lines. 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. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. After couple of hours of spreadsheets and playthroughs on GA 4x All Crisis (0,25 habitable worlds) , I have made my statement which can help people to find their 3. Tears apart moderately armored vessels and creatures with overwhelming. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. Hello all. 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. Railgun. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. All types of planets. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. Summoning events. Start doesnt matter because we will research others later - but im always confused here should i use e. Dangan PB RF Autocannon. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). If you tech up missiles, throw an autocannon with em. 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. 2 (I) , +1. • 3 yr. Torpedoes fire slowly, and do extra damage based on how big the target is. 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. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. 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. but Laser + Autocannon or Plasma + Null Void is better. So what you can do is just make a design of corvettes with 4x autocannon, and you’ll have on paper, strongest fleet in the galaxy from very early on in. The range is just awesome. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. As part of a synergistic design, Autocannons are a great weapon. r/Stellaris. 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). I think rail guns do better in this situation. Set Defensive Pact Members [my lone vassal]. 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). Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. Original SC from the unmodded game has been converted into the laser SC from this mod. Laser vs Railgun 11. Report. Damage 34-50. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. ago. laser, where plasma, where rocket to adapt to. 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. 1. Plasma or Lasers. Ditch the Tachyon lance unless you're going up against Prethoryn. -Gatling gun-point defence against missiles and fighters due to high. 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. The starting default machine guns, the Autocannon is the weapon you start out. 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. You. 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. 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. plasma meanwhile has 5% of the effectiveness of. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. In addition, while most M weapons are 2x and. Which of these tech is better in the long term?You cannot exceed 100% accuracy on your ships. Now Flak: It deals avarage 6 damage per shot, reload in 0. Hull DMG – how much damage it does to structures/hulls. Im new stellaris player, and as i somehow managed to know basic/mid mechanics of the game theres one thing that keeps me wondering - weapons. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. 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. Torpedoes fire slowly, and do extra damage based on how big the target is. 79 + 50% Armor Penetration vs 12. The best weapon vrs Armor is. It lacks the bonus to hull damage lasers have. I strongly suspect the autocannon is strictly superior, with more DPS, range, and better chance for outright single-shot kills. 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. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. ago. 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. 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. Strike craft with [M] and. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. nimdabew. Gauss Cannons have longer range and can be small, medium or large. 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). Max Power – how many power slots from your reactor can be put into the weapon. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. So a Tech 2 Railgun can be 10% better. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. M67 light anti-infantry weapon. 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. startledastarte • 7 mo. Other Fun Options. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. (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. . 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. armor, and +330% vs. 3. The ratio of hull vs armor and shields does also drop off before you get into repeatables. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". Mono-cruiser fleets are totally viable. 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. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. 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. Ship Modules are parts used in the construction of Ships. 06 3. 82*hull < 7. 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. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. ; About Stellaris Wiki; Mobile view Stellaris Guide. Null void beam (S, L, M) - can be obtained via researching void. Tears apart moderately armored vessels and creatures with overwhelming fire. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. The fleet will still be armor tank due to NL deal little damage to small targets and CQC using autocannon still gets hard countered by armor. Plasma Auto. As it says. 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. hull: 4. Starfield:Weapons. If you don't have either, try and get them ASAP. 8. 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?A defensive weapon system that fires shrapnel-filled shells equipped with a proximity fuse for maximum effect against fighters and missiles. json. Railgun is starter. I decided to compare 4 main types of weapon against each other on same ship designs. 63 4. Stellaris Wiki Active Wikis. Cheats. (Materials) : Small/Medium/Large Railgun ② Advanced Railguns (Materials) : Small/Medium/Large. ) then you can check a box that says "Auto Upgrade". For some reason, the game really values Corvettes and undervalues Cruisers. #2. 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. ago. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. Jump to latest Follow Reply. Good job doing the tests, but there can always be more. Data:Technology/tech nanite autocannon. Well it depends largely upon what combat role you wish to serve in EVE. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. There are many types of modules, each one improving a different aspect of your own ship. 16 DPS. 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. Railguns now have a Penalty against Shields but literally twice the range of Lasers. Getting anomalies. ago. rather than rail guns. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. M gives decent range boost so your railguns and autocannons are hitting at similar range. Report. I'd personally consider it one of the best weapons for its slot, honestly. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. The contingency weapon systems seem to prioritize large targets first anyway so you'll find your battleships/cruisers tanking for your destroyers/corvettes if anything. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Creating ships. 78 4. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. 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. 3 and was established from the information provided in this meta-tech tree:. 86 3. Their main. Autocannon is +2,281% vs. 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. We would like to show you a description here but the site won’t allow us. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. 76 Rare Crystals, penalty vs. ago. they 7. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. 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. AHostOfIssues • 4 yr. Dec 16, 2016. 79 Badges. 0 unless otherwise noted. I mean, otherwise people would be doing that over games every time. Not necessarily it seems. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. 15 4. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. GoldNiko • Space Engineer • 2 yr. Hello all. Against shields only and armor only. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. Which of these tech is better in the long term? Увійти КрамницяThe tech system is random. And. Which of these tech is better in the long term?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. Autocannon vs Artillery . It keeps changing. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). Each believe theirs is one true weapon and other is obsolete. 29 + 100% Armor Penetration vs 12. Sammy. 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. The ship design will automatically update with the newer tech. phase distruptors suck big time. Sciira • 6 yr. is it ideal, who knows, is it perfect, i doubt it but it works for me. 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?The order of calculation seems to be something akin to: Set Attacker [Me]. Just make sure to keep your distance, as missing with the Railgun can be fatal!. Light Needler's competitor, Railgun, is simply too good. 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. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. research_technology [technology ID]. The only Ray Gun we see is a cumbersome crew-served. . Max Power – how many power slots from your reactor can be put into the weapon. Reply. It lacks the bonus to hull damage lasers have. . g. Its DPS is 4. If you had to choose, which would you put on the majoirty of your ships and defense stations?If you had to choose, which would you put on the majoirty of your ships and defense stations?If you had to choose, which would you put on the majoirty of your ships and defense stations?vladzio jaworowski d'attainvilleRailgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Each one is like a different place on a game board where you can use different weapons, like cannons, lasers, and missile. As anti-shield weapon is also better then T3 railgun. 1. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. " Heavy Autocannon: "Heavy multi-barrel autocannon. Content is available under Attribution-ShareAlike 3. GoldNiko • Space Engineer • 2 yr. Large broadside battleship. ago. Small autocannons use regular S slot and seem to have comparable stats. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. The only drawback would be overkill, which is only an issue if you're facing a manhunting pack of ducks or something. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. I use corvettes until battleships are available. Mar 31, 2015 771 1. So as long as you have enough of both types you won't have any problem getting. 08 Stormfire Autocannon 5 S 7. The issue happens when the devs both take experimental design approaches that both defy the laws of gravity. Light Needler is not significantly more efficient, and the. the. I think rail guns do better in this situation. Physics research. Its understandable since a single system craft is far far more than even ten of thousands titans. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. I have a choice of either taking the Railgun or Autocannon tech branches. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. EDIT: If I get the Enigmatic Decoder from the Enigmatic. The resulting. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. " Heavy Autocannon: "Heavy multi-barrel autocannon. Weapon ranges play a very big part in ship combat. Autocannons are good on corvettes. Content is available under Attribution-ShareAlike 3. 25 / ×2. Weapon modules are like powerful tools that get your spaceship ready for space battles. Its one of the many reasons the combat in stellaris is the actual worst part of the game for me (Ever seen a CR90 swarm against an ISD? Yep ISD wins quiet easily by sheer number of guns alone. 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. 2. M49 Vulcan. 41 5. 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. Legacy Wikis. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. Autocannons are close range shield shredders. UNRS Voyager has atomic torpedoes and multi-barreled autocannon, with the Space Marines armed with machine guns and (albeit nuclear-powered) flamethrowers. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. Autocannons have a longer effective range and greater terminal. 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. Heavy Railgun: "Large diameter railgun with formidable stopping power. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. Missiles are somewhat better against point defense, by dint. Assume I am using the Tier V. Railguns. 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. . I have a choice of either taking the Railgun or Autocannon tech branches. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. 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. Reply. Dec 16, 2022. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. Business, Economics, and Finance. Try it out in the Ship Designer. Put an Maniac Scientist on Physics, you have a small chance of rolling the Null Void tech. “R” key once you get a lock-on. With so many different weapon modules to choose from, combined with. 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. Any tips on what situation/role which weapon class wins out?Stellaris. Best Ship Weapon Overall: Atlatl 280C Missile Launcher. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 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. 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. It is a no big deal but is this intended? Reply. The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. Do I have all the above right? If its something different than the wiki should be updated for clarication. 81 5. 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. Wszystko Dyskusje Zrzuty ekranu Prace graficzne Transmisje Wideo Warsztat Aktualności Poradniki Recenzje Stellaris > Dyskusje ogólne > Szczegóły wątku. Any tips on what situation/role which weapon class wins out?Stellaris. Noble. Run Tachyon Lance, 3. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. I just returned to playing the massively changed game in 2. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. 2. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. When choosing a reactor the first thing to consider is which class of ship you want. Honestly, I don't. You need Flak and Kinetic Artillery and they sit along the kinetic tree. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Stellaris Ship Design Guide 2023 [3. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. If you tech up missiles, throw an autocannon with em. We have 3 basic types, rockets, kinetics and lasers. Which of these tech is better in the long term?Stellaris. Stellaris Wiki Active Wikis. 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). I decided to compare 4 main types of weapon against each other on same ship designs. lasers are outgunned by plasmas. Living Metal and Zro are kinda weird resources because they have very few uses. A tag already exists with the provided branch name. 97 Lance vs Kinetic 16. though if you really want one an Autocannon isn't bad. ago. To be completely serious: no Lasers are not meta. For example; if you have a Class B reactor you can also use Class A ship modules, but not vice versa. All codes for the game: The main list. For M, S and L slots separately. 0 unless otherwise noted. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. So if your wars are with vettes & few destroyers - it will shine. Call it a railgun, a magnetic accelerator, a mass driver, a MAC, a Gauss cannon, whatever, they all refer to the same category: a weapon that uses pressure of magnetic fields instead of an explosive chemical reaction to. 6 fleet composition. Legend : Brawler : Weaponry based of autocannon and plasma. How to Beat the Scavenger Bot in Stellaris. Role: Rapid fire.