Stellaris autocannon vs railgun. Which of these tech is better in the long term?Stellaris. Stellaris autocannon vs railgun

 
 Which of these tech is better in the long term?StellarisStellaris autocannon vs railgun As it says

While autocannon is strong one in early fights it's quickly became obsolete. Not necessarily it seems. 17. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. A guide to Railgun. shield, -50% vs. Go to Stellaris r/Stellaris • by spiritofniter Illuminated Autocracy Point Defense vs Small Autocannons? When dealing with space torpedoes, the wiki says point defense (literal) is the solution. Hello all. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. Hull. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. The Titan is fully loaded with kinetic. Any tips on what situation/role which weapon class wins out?Corvettes. Physics research. 2. 3 and was established from the information provided in this meta-tech tree:. When used en masse it can completely overwhelm defenses of most ships in the. Extremely effective against small grids such as fighters and rovers. Report. Gunner Best Build #4: Hurricane Generalist. That's until the enemy has PD in any decent number. You need a Class C reactor if you want to use Class C ship modules. r/Stellaris. Check the tooltip to see if there is. the. We have 3 basic types, rockets, kinetics and lasers. 79 6. If you don't have either, try and get them ASAP. They can be on the outskirts firing while the autocannon corvettes take up the front lines. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. 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). 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. Jump to latest Follow Reply. Its understandable since a single system craft is far far more than even ten of thousands titans. KA + Plasma basically. 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. 6 composition, I advice : Also I cut back on power to lasers if I intend to board or the automatic firing turrets destroy the ship before I can board. Long ranger weapons sacrifice this for more distance (which does help hit faster targets too) We will look at short. Noble. However, point defense occupied P slot that isn’t always available. It says to double engagement range. Cheats. 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. Content is available under Attribution-ShareAlike 3. See Armor page for details of beam vs armor. Mathematically speaking, you want to replace the 3rd autocannon on your corvette with plasma when the target has defense ratio where approximately 2. . Lasers would look for ships without shields and prioritize them, etc, etc. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. While autocannon is strong one in early fights it's quickly became. 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. 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. 79 + 50% Armor Penetration vs 12. Mega Cannon is the go to choice because it reaches the enemy before other weapons due to X-weapons larger range and kinetic is good against the shields. is it ideal, who knows, is it perfect, i doubt it but it works for me. Useful to destroy the enemy ships and get rid of them. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. ) then you can check a box that says "Auto Upgrade". ballistic weapon that deals energy C >Light Assault Gun – High DPS, >Heavy Autocannon – For when damage, is good against both but low damage per shot makes it you can't find HVD or need to spare armour and shields and deals B most useful against destroyer-tier points, though a good weapon on its some EMP damage as well. Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them. I strongly suspect the autocannon is strictly superior, with more DPS, range, and better chance for outright single-shot kills. 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. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. Legacy Wikis. As it says. Autocannons are close range shield shredders. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. Living Metal and Zro are kinda weird resources because they have very few uses. 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. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Starfield:Weapons. When choosing a reactor the first thing to consider is which class of ship you want. 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. All codes for the game: The main list. 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). 4. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. AC also have higher tracking and lower range. The sinews of war are infinire money. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. The only difference between the two, damage-wise, is how many levels of specialization you've trained. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. 749. 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. But on a kinetic weapon that's obviously. Each believe theirs is one true weapon and other is obsolete. I use corvettes until battleships are available. 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. Weapon modules are like powerful tools that get your spaceship ready for space battles. +50% of a very low number is still a low number. Max Power – how many power slots from your reactor can be put into the weapon. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. 16 DPS. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large- caliber (20 mm/0. vs. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 06 Plasma vs Autocannon 11. Plasma Auto. To be completely serious: no Lasers are not meta. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. Data:Technology/tech nanite autocannon. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. Sorry it might have been confusing me opening up talking about PD vs Flak and then switching to Flak vs Autocannon. The coilgun has an accuracy of 75%. g. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. 6 (II) , +2. 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. 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. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. Each one is like a different place on a game board where you can use different weapons, like cannons, lasers, and missile. Their main. If. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. The S slot on NL frigate also happens to be ideal for self. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. 3. My Battleship Fleets at 2430 have one Titan for the aura and 23 battleships with hangar bow carrier core and artillery stern, with a mix of PD and Flak and all weapon slots are fitted with gauss cannons. EDIT: If I get the Enigmatic Decoder from the Enigmatic. They both can work on the hull. General rule of thumb, if you have a small weapons slot, put an autocannon in it. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. 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. [M] and weapons only. 63 4. Hello all. ago. Honestly, I don't even bother with mass drivers at all. I have a choice of either taking the Railgun or Autocannon tech branches. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. From its donning of the title "Fear Machine" to its invaluable use in today's clan systems, Railgun has certainly had its uses, proving time and time again that it is not a weapon to be underestimated. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-Armour L gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. Set Attacker Offensive Overlord Set Defender [my target]. Against shields only and armor only. That said, for other enemy types, you should pack some smaller weapon systems (M or S size) to hit opposing corvettes. Hello all. If you had to choose, which would you put on the majoirty of your ships and defense stations?Autocannon VS Mass Driver, Plasma VS Laser As it says. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. 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. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. JVendin • 6 yr. ago. 0) Number of years since game start is greater. As it says. Just swap the artillery core for the carrier core and leave everything else the same. Inside your ship, there are three special places for these weapons. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. 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. 33 4. List of resources. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 75 I do try to make things more interesting in my Mod, for example. Which of these tech is better in the long term?Stellaris. 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. 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 Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. ISBN: 9781250854124 . 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. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. 7, but I hope the developers will listen to this and do something about it in 3. 03 10. ago. Kinetic weapons being good vs. If so Why don't autocannon (Stormfire pretty quickly) shoot at. If so Why don't autocannon (Stormfire pretty quickly) shoot at. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. lasers are outgunned by plasmas. • 3 yr. For example; if you have a Class B reactor you can also use Class A ship modules, but not vice versa. they 7. 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. 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. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. 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. 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. 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。. Kinetics. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. I've read a lot of different things and some of it seems dated and contradictory. No you can't. Complete list of technologies at Stellaris . 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. So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). ago. For some reason, the game really values Corvettes and undervalues Cruisers. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. Mega Cannon is the go to choice because it reaches the enemy before other weapons due to X-weapons larger range and kinetic is good against the shields. Original SC from the unmodded game has been converted into the laser SC. Which makes me wonder, what if all three have a place. #5. The Disruptor and Autocannon do pair decently with the torp. I was sad to hear during the stream today that Autocannons wont be changed in 3. 6*armor, which is usually true! AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. The Word from the Studio. Report. Heavy Railgun: "Large diameter railgun with formidable stopping power. [deleted] • 7 yr. Missiles are somewhat better against point defense, by dint. The gunship gets whatever floats the boat as its firepower is good enough. 2. Autocannons have a longer effective range and greater terminal. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. KA +. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. 0) Number of years since game start is greater than 15 (×2. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. though if you really want one an Autocannon isn't bad. (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. Starfield features various ship-based weapons, and cannons and autocannons are among those. 61 5. Shield DMG – how much damage it does to shields. Try it out in the Ship Designer. 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's OP as all heck. 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. Jagdverband 44's experience with the BK 5. He is also the dwarf you begin with in the tutorial. (×1. Torpedo corvettes with autocannon. They can protect your battleship fleet from torpedo corvettes. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. . There are 5 designs that are "optimal". All but one defense slot are dark matter shields, I have two shield hardeners and a reactor booster. Kinetic Artillery is the best Large kinetic weapon period. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. Which of these tech is better in the long term?Starfield:Weapons. ; About Stellaris Wiki; Mobile view Stellaris Guide. Best Ship Weapon for Hull Damage: KE-49A Autocannon or Vanguard Hellfire Autocannon. The autocannon is one of several ship weapons available for militarized spaceships. . 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. 76 Rare Crystals, penalty vs. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Fires ballistic rounds fitted with a proximity fuse. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. 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. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. GoldNiko • Space Engineer • 2 yr. Small plasma cannon- 6. Start doesnt matter because we will research others later - but im always confused here should i use e. Which means most light and medium ships. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Sectors can change depending on systems gained. ). Sciira • 6 yr. There are many different types of weapons in the Settled Systems to utilize and modify. Large broadside battleship. This guide is based on Stellaris 1. The ship design will automatically update with the newer tech. " Heavy Autocannon: "Heavy multi-barrel autocannon. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. This build works well in most cases, from close to long-range enemies such as menaces and spitball infectors. This means that there's a 67% chance of the shot connecting and doing damage. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. 99 DPS. 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 plasma launchers make great medium slot weapons to balance all the autocannons so. 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. 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. Its understandable since a single system craft is far far more than even ten of thousands titans. Mar 31, 2015 771 1. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. 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. 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. There are many different types of weapons in the Settled Systems to utilize and modify. Autocannon. This seems like a bug, as the code clearly says zero. 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. Which of these tech is better in the long term?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. 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. Dec 16, 2022. 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. Sciira • 6 yr. Short range weapons are better DPS and are more able to hit smaller and faster targets. Armor- 12. “The profiles on their datasheets have been overhauled, enabling us to better represent the. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Content is available under Attribution-ShareAlike 3. 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. Starfield is a sci-fi RPG being developed by Bethesda Game Studios. 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. 0 unless otherwise noted. Railgun. 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. It lacks the bonus to hull damage lasers have. 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. Anti-Shield specialty. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Requires an even greater energy supply to fire than a standard railgun. Set Attacker Offensive Vassals [my three vassals]. Hello all. 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). 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. AC have a max range of 30 and can only be small. This page was last edited on 15 June 2018, at 07:01. 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. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. M99A2S3 Stanchion. 50 Power: -2. ". because autocannons seem. Is it a per-auto cannon penalty or entire mech? ie Blackjack with twin AC/2's, fire left arm only turn 1, does right arm AC/2 get re-fire penalty in turn 2? I would assume that. All Discussions. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Railgun is starter. 0) Number of years since game start is lower than 5 (×2. "The Tachyon Lance has a weapon-specific effect of being able to pierce its EMP through shields, with the chance of this occurring related to the targets hard flux level. This weapons is also good vs armor due to being a burst beam. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 32, 5. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. 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. Missiles are handled differently so we will cover those separately. Start doesnt matter because we will research others later - but im always confused here should i use e. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. “The Leagues of Votann rules focus on armies of hardy warriors who defeat their foes through a combination of teamwork, target prioritisation and ruthless efficiency,” explains Robin from the Warhammer Design Studio. Railgun is starter. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. 2. 97 Lance vs Kinetic 16. Just make sure to keep your distance, as missing with the Railgun can be fatal!. I place about 15-20 of each type in my mixed fleets (for a total of 30-40). Read on to learn how to get KE-49A Autocannon, its requirements, locations, and stats. 84 10. (for one of the upgrades. Game start, 1PD, 2 lasers. Description. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 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. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded 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. 81 5. I think rail guns do better in this situation. New Scenario: Asteroid Armory custom startlevel 1. kinetic are outgunned my kinetic artillery. One hit from this thing can take down anything but the sturdiest mechs. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Stellaris. Well it depends largely upon what combat role you wish to serve in EVE. 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. 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. AHostOfIssues • 4 yr. Content is available under Attribution-ShareAlike 3. 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. 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. 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. And yes, it's unintuitive and maybe should be changed. 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. Any tips on what situation/role which weapon class wins out?As it says. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. 0S.