Eisenblume • 7 yr. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. 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. 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. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. 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. 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%. For M, S and L slots separately. Which makes me wonder, what if all three have a place. 1. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. That said, for other enemy types, you should pack some smaller weapon systems (M or S size) to hit opposing corvettes. 35*shields + 1. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Role: Rapid fire. Carrier battleship. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 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. r/Stellaris. Autocannon & Plasma Cannon series. phase distruptors suck big time. Inside your ship, there are three special places for these weapons. Requires an even greater energy supply to fire than a standard railgun. · 5 yr. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. Ballistic Weapons: Damage enemy ship’s hull. 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). There are 4 main weapon types - Lasers, Railguns, Cannons, and Missiles. General Damage is best done bye Gauss Cannons. Kollatius World of insanity, details and knowledge. r/Stellaris. EDIT: If I get the Enigmatic Decoder from the Enigmatic. AC also have higher tracking and lower range. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. 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 think rail guns do better in this situation. AC have a max range of 30 and can only be small. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. ago. Light Needler is not significantly more efficient, and the. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. 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. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. They make your ship strong and able to move well in space fights. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. 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. 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. Autocannon rapid fire question. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. 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. While autocannon is strong one in early fights it's quickly became. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. Mar 14. " Auxiliary Hardpoint Weapons: Auxiliary Light. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. 3. If you tech up missiles, throw an autocannon with em. Reply. Content is available under Attribution-ShareAlike 3. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. Not sure about projectile weapons, but the highest meta-level Tech 1 Railgun does the same base damage as a Tech 2 Railgun (and it has a higher optimal range). That’s it. Armor- 12. How to Beat the Scavenger Bot in Stellaris. Neutron Launchers. So here we get a CtH of 75 - 8 = 67%. Best Ship Weapon Overall: Atlatl 280C Missile Launcher. Core Cracking. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. With so many different weapon modules to choose from, combined with. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. (×1. Hello all. 749. 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. Start doesnt matter because we will research others later - but im always confused here should i use e. Set Attacker Offensive Vassals [my three vassals]. All Discussions. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Torpedo corvettes with autocannon. 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. Species and leaders traits. Jump to latest Follow Reply. Rate of fire: Fast; Spread: Wide; Flight speed: MediumAlternative companion weapon components for vanilla weapons that deal damage to the opposite defense type (shield/armor). You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. For M, S and L slots separately. The Disruptor and Autocannon do pair decently with the torp. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. Missile weapons currently are hot garbage, their "homing" function barely homes at all, so unless you're fighting a capital ship they're a waste of a turret slot. 4. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. The temptation to for bigger caliber weapons only magnified their penalties. Hello all. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. General rule of thumb, if you have a small weapons slot, put an autocannon in it. Light Needler's competitor, Railgun, is simply too good. 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. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. Content is available under Attribution-ShareAlike 3. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. It’s because the numbers can be misleading, as the numbers are inflated. The balance of gatling guns to others might be off. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. ago. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. rather than rail guns. 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. Ditch the Tachyon lance unless you're going up against Prethoryn. armor, and +330% vs. It does a mixture of explosive and kinetic damage, a little. Read on to learn how to get KE-49A Autocannon, its requirements, locations, and stats. Same for shields, engines, power, etc. 1 giga cannon, 2 artillery, the rest some kind of laser. 58 5. 29 + 100% Armor Penetration vs 12. Go to Stellaris r/Stellaris. Creating ships. 67. That's until the enemy has PD in any decent number. Missiles are a punch up weapon, dealing large slot equivalent damage in the space of a medium slot. 7, but I hope the developers will listen to this and do something about it in 3. JVendin • 6 yr. Pyrrhus_the_Epirote. The 425mm Autrocannon tracking is 33. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. The ammo costs might balance the damage out efficiency-wise. 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. 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 detailed overview of Vanguard Hellfire Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. 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. 8. Then targeted hit on engines before boarding. List of resources. There are many types of modules, each one improving a different aspect of your own ship. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Starfield features various ship-based weapons, and cannons and autocannons are among those. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Good job doing the tests, but there can always be more. Missiles are handled differently so we will cover those separately. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 99. 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. 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. Assume I am using the Tier V. 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. Torpedoes fire slowly, and do extra damage based on how big the target is. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. 06 Plasma vs Autocannon 11. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. 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. Null Void Beam is 2. At least late game. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. 3 Jishaku Nd RF Rapid Railgun Turret. Autocannon [edit | edit source] Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. So as long as you have enough of both types you won't have any problem getting. ago. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. 3 and was established from the information provided in this meta-tech tree:. I have a choice of either taking the Railgun or Autocannon tech branches. (for one of the upgrades. 16 Advanced Railgun 4 M 12. 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. 15 4. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. 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. Hello all. 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. 9 Plasma Thrower (40 range, 40. You dont really understand how much the super giga death laser the systemcraft has pushes its power level before you see it single handedly annihilate a fleet that shat on 3 Sigma Precursor Herculean (which are usually around 100+ Mill in fleet. The first fleet composition we will discuss is a Corvette-based composition. KA + Plasma basically. . Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. Stellaris Wiki Active Wikis. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. 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. It is a no big deal but is this intended? Reply. Stellaris. Do I have all the above right? If its something different than the wiki should be updated for clarication. Gauss do more DPH and have less penalty hitting armour. 50% PDD+Autocannon+Plasma and 50% Autocannon+Torpedo for majority of game (you need Torps to kill Starbases and Cruiser+) And then Focussed Arc Emitter + 5x L Void Cloud + Admiral that gives +20% weapon range. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. As part of a synergistic design, Autocannons are a great weapon. Jump to latest Follow Reply. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. g. 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. Weapon ranges play a very big part in ship combat. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. 5, and range of 120 instead of 250. shields is probably simply due to them firing so fast and shields having no. ISBN: 9781250854124 . Data:Technology/tech nanite autocannon. Best Particle Beam Ship Weapon: Exterminator 95MeV Auto Helion Beam or PBO-175 Auto Helion Beam. 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. r/Stellaris. Legacy Wikis. 3. It simply doesn't have the damage output. ; About Stellaris Wiki; Mobile view Stellaris Guide. they 7. The range is just awesome. Reply. You starting weapons should make up the backbone of your fleet throughout the entire game. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. It depends on your target. Torpedoes fire slowly, and do extra damage based on how big the target is. 79 6. As anti-shield weapon is also better then T3 railgun. If you don't have either, try and get them ASAP. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. 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. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). | VirgiliusM 于8个月前 修改了 此页面。. Any tips on what situation/role which weapon class wins out?Corvettes. Hull DMG – how much damage it does to structures/hulls. The only Ray Gun we see is a cumbersome crew-served. 99. 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. As it says. I have a choice of either taking the Railgun or Autocannon tech branches. I have a choice of either taking the Railgun or Autocannon tech branches. the. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. "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. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Autocannons are good on corvettes. 6 Setting the range aside, autocannons do **more** damage to armor than regular railguns, and more than 3x hull damage! They're essentially undodgeable against corvettes, too (although most small weapons will hit anyway) UV Laser (40 range, 50 tracking) vs. M57 Pilum. Noble. nimdabew. I place about 15-20 of each type in my mixed fleets (for a total of 30-40). 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 . We have 3 basic types, rockets, kinetics and lasers. Any tips on what situation/role which weapon class wins out?Stellaris. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. kinetic are outgunned my kinetic artillery. KA + Plasma basically. A guide to Railgun. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. 84 10. The gunship gets whatever floats the boat as its firepower is good enough. 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. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. The best choice is to cause a lower-estimate local power surge, as this will cause the Expedition to proceed for only 50 Energy Credits. 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. It's OP as all heck. Living Metal and Zro are kinda weird resources because they have very few uses. Firstly, if you also have Vanilla Expanded Vikings, get the crypto rifle. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. Shield DMG – how much damage it does to shields. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. The starting default machine guns, the Autocannon is the weapon you start out. phase distruptors suck big time. Shield DMG – how much damage it does to shields. Now Flak: It deals avarage 6 damage per shot, reload in 0. Ancient Giga-Cannon Archaeotech Version (Don't Know Archaeo Name) The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Railgun is a universal turret. 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. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. [1] [4] [5] The M66 has a power draw of 8 megajoules. phase distruptors suck big time. 97 Lance vs Kinetic 16. The projectile normally does not contain explosives, instead relying on the. Original SC from the unmodded game has been converted into the laser SC. . Any tips on what situation/role which weapon class wins out?As it says. Content is available under Attribution-ShareAlike 3. For some reason, the game really values Corvettes and undervalues Cruisers. Frigates are an advanced version. 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. Rail guns get through the shields faster and can help the missiles deal with the armour as well. 86 3. Getting anomalies. 000 of disruptor cruisers with the cruisers loosing basically nothing. +50% of a very low number is still a low number. We have 3 basic types, rockets, kinetics and lasers. I have a choice of either taking the Railgun or Autocannon tech branches. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. 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. As anti-shield weapon is also better then T3 railgun. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Just remember to only fight at max distance or. 2 and I'm wondering what the optimum fleet mix is and the best weapons. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. If you had to choose, which would you put on the majoirty of your ships and defense stations?Autocannon Turret The Autocannon turret is a significant improvement over the gatling turret in raw stopping power. 75. Living Metal and Zro are kinda weird resources because they have very few uses. . Dec 16, 2016. 50 Damage: 5-10 Shield Damage: 100%. Starfield is a sci-fi RPG being developed by Bethesda Game Studios. The range is just awesome. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. Technology. 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. This page was last edited on 14 October 2017, at 10:52. There are many different types of weapons in the Settled Systems to utilize and modify. ago. Legacy Wikis. " Heavy Autocannon: "Heavy multi-barrel autocannon. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. This weapons is also good vs armor due to being a burst beam. Autocannon VS Mass driver. Just swap the artillery core for the carrier core and leave everything else the same. The 425mm autocannon is the largest medium AC. Armor bias is due to most high tracking weapons being either shield penerating or kinetic making armor more useful against anything that can bypass the 90% evasion. Railguns now have a Penalty against Shields but literally twice the range of Lasers. 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. 7132. There are 5 designs that are "optimal". Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. The only exception is when you’re countering something specific. 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. [M] and weapons only. The Carrier computer has two values: It details the ship holds position at 150. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. 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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Costs 900 Engineering; Unlocks Autocannon; Railguns. M90 shotgun. 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. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. You dont really understand how much the super giga death laser the systemcraft has pushes its power level before you see it single handedly annihilate a fleet that shat on 3 Sigma Precursor Herculean (which are usually around 100+ Mill in fleet. kinetic are outgunned my kinetic artillery. M49 Vulcan. Note that only Tech 2 autocannon can load Tech 2 ammunition. Missile Weapons: Deals an equal amount of damage to their hull and shield at the cost of being. 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. Which of these tech is better in the long term?Starfield:Weapons. Autocannon is +2,281% vs. If you tech up missiles, throw an autocannon with em. Stellaris. Once cruisers are everywhere, switch to conventional weapons (neutron + laser + autocannon). 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. 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. Report. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Round 3 was the same vessels, but with arc emitters. Assume I am using the Tier V. Round 4, I did 80 destroyers vs the cruisers. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. Autocannons are extremely short range. a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. 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. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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). Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating.