stellaris autocannon vs railgun. 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. stellaris autocannon vs railgun

 
 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 abstellaris autocannon vs railgun  Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process

Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. 7, but I hope the developers will listen to this and do something about it in 3. As anti-shield weapon is also better then T3 railgun. . To be completely serious: no Lasers are not meta. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. But on a kinetic weapon that's obviously. Flak cannons have actual flak clouds, fighters move as small groups and weave between ships (instead of just circling), projectiles are individual instead of this autocannon's constant "laser" of projectiles that really just looks like a. 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. Sciira • 6 yr. Ditch the Tachyon lance unless you're going up against Prethoryn. 1. Colossus Project ascension perk. In. I think it is pretty safe to say the only reason to use penetrators are:Evasion has a cap of 90%, so this means an autocannon will have a 70% chance-to-hit (85% - (90% - 75%)) on your worst case target. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. 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. Essentially the PD destroyers swat away the fighters while the artillary does the damage, all of the PD's essentially just tangle up the fighter swarm and they never reach the destroyers in the back firing on the carriers. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. Stellaris. [1] [4] [5] The M66 has a power draw of 8 megajoules. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. 0 unless otherwise noted. Ascension perks. You can also use the lower class ship modules if you have a higher Class reactor. 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. 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). Other Fun Options. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. ) then you can check a box that says "Auto Upgrade". This advice has revolutionised my fleets. Any tips on what situation/role which weapon class wins out?1. 79 6. 58 5. I stick to Corvette spams until I can make Tesla Battlecruisers. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. Ship Modules are parts used in the construction of Ships. | VirgiliusM 于8个月前 修改了 此页面。. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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. 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). The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. ago. 6 (II) , +2. though if you really want one an Autocannon isn't bad. Sending in a Demolitions Team using an Army. It does a mixture of explosive and kinetic damage, a little. There are 4 main weapon types - Lasers, Railguns, Cannons, and Missiles. Round 3 was the same vessels, but with arc emitters. 25 with a +300% bonus (so basically 10 average damage) vs shields, but it is -25% for armor and hull, and seems best used to take advantage of its ludicrous weapon range. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. hull relative to plasma. Eventually, I realized it (the cost increase) was because of research. Hull. Same for shields, engines, power, etc. Fires ballistic rounds fitted with a proximity fuse. I've read a lot of different things and some of it seems dated and contradictory. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. 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. You need a Class C reactor if you want to use Class C ship modules. ; About Stellaris Wiki; Mobile viewAutocannon. 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. I see the stats and sometimes I think railgun is better than autocannon or that basic laser is better than plasma launchers. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. 99 DPS. It lacks the bonus to hull damage lasers have. 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). 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. Which of these tech is better in the long term? Увійти КрамницяThe tech system is random. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. M gives decent range boost so your railguns and autocannons are hitting at similar range. It depends on your target. 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. For example; if you have a Class B reactor you can also use Class A ship modules, but not vice versa. phase distruptors suck big time. What is better for dps? Afterburners modify Combat Speed, not Evasion. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". Kinetic Artillery is the best Large kinetic weapon period. 3 auto > railgunI usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. The only difference between the two, damage-wise, is how many levels of specialization you've trained. As it says. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. Efficiency. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Its mostly a. The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. Gauss Cannons have longer range and can be small, medium or large. 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. Which makes me wonder, what if all three have a place. 4 carriers and the rest alphas seems to. laser, where plasma, where rocket to adapt to. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. ago. When shields are gone torpedoes should have finished armour too. The ratio of hull vs armor and shields does also drop off before you get into repeatables. 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 gunship gets whatever floats the boat as its firepower is good enough. Mathematically speaking, you want to replace the 3rd autocannon on your corvette with plasma when the target has defense ratio where approximately 2. laser, where plasma, where rocket to adapt to. I almost always prioritize rail/coil guns and mega/giga cannons. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. • 3 yr. 4 mini turrets - I need to look at the current game stats. They make your ship strong and able to move well in space fights. Do I have all the above right? If its something different than the wiki should be updated for clarication. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. . Railguns now have a Penalty against Shields but literally twice the range of Lasers. The other two nanite components the nanite flak battery and nanite repair system scale properly and are. shields: 1. Stellaris. Stellaris Wiki Active Wikis. 75. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. KE-20A Autocannon is a Weapon. Jump to latest Follow Reply. 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. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Onward, for science!Railgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. Hello all. Content is available under Attribution-ShareAlike 3. 0 unless otherwise noted. Autocannon rapid fire question. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. You starting weapons should make up the backbone of your fleet throughout the entire game. Autocannon VS Mass driver. The rising prominence of small, cheap fighter craft, especially in the strike role, led to a wider deployment of this weapons system in the heady days pre-Collapse. Stellaris Wiki Active Wikis. For instance, and tying back to this post I made a couple of weeks ago, a Kinetic Battery (Tier-3 but only L-slot) is 12K tech past an Advanced Railgun while a Gauss Cannon (Tier-4 and S/M/L) is 16K tech past ARG. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. #1. a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. Max Power – how many power slots from your reactor can be put into the weapon. 3. Mar 14. Any tips on what situation/role which weapon class wins out?As it says. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Autocannons are good on corvettes. But they are more effective at that with the Torpedo config using the Torpedo Computer (because they can't have Picket, and Line only advances to medium range which is above the range of small guns). 5. Null void beam (S, L, M) - can be obtained via researching void. Several runs resulted in total destruction of the cruiser fleet. This was an absolute slam dunk for the battleships, with the cruiser fleet suffering 25-30 fatalities vs average 2 BB lost. Titans. Large carrier cruiser. ago. 50, vs Gamma lasers at 6. I have a choice of either taking the Railgun or Autocannon tech branches. Autocannon. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. So a Tech 2 Railgun can be 10% better. 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. Game start, 1PD, 2 lasers. 78 4. Barrage. "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. Cheats. startledastarte • 7 mo. In Stellaris there is only ship design and fleet management. Autocannons (AC) track better (which makes them better at hitting fast and close range targets), they have a higher rate of fire, and they do more raw damage. 06 3. ". 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. The Titan is fully loaded with kinetic. As it says. All types of planets. 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. The starting default machine guns, the Autocannon is the weapon you start out. While autocannon is strong one in early fights it's quickly became. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. The range is just awesome. Hull DMG – how much damage it does to structures/hulls. 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. 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. Autocannon & Plasma Cannon series. Data:Technology/tech nanite autocannon. Damage 34-50. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. If. Just swap the artillery core for the carrier core and leave everything else the same. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. rather than rail guns. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Railgun is starter. 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. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Summoning events. Small stormfire autocannon- 19. Computer/Position: Line. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. The Disruptor and Autocannon do pair decently with the torp. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. 58 7. Business, Economics, and Finance. armor, and +330% vs. Description. 33 4. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. The projectile normally does not contain explosives, instead relying on the. Kinetics. Any tips on what situation/role which weapon class wins out?As it says. The damage malus to armor seems pretty bad, and that's why you put the Plasma Cannons which have a 100% bonus to armor to counteract it. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. DPS is through the roof, hence why the fleet power with them is so high. 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. 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. 7132. 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. 16 Advanced Railgun 4 M 12. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. As it says. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. It is believed that land or ship-based railguns with Mach 6 capabilities have effective ranges of more than 100 miles. plasma meanwhile has 5% of the effectiveness of. Kinetic weapons being good vs. 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. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. 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. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. The S slot on NL frigate also happens to be ideal for self. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. g. Legacy Wikis. 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. 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. 3 auto > railgun I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). 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. I have a choice of either taking the Railgun or Autocannon tech branches. Start doesnt matter because we will research others later - but im always confused here should i use e. I use corvettes until battleships are available. There are many types of modules, each one improving a different aspect of your own ship. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Plasma has -75% damage vs shields. Assume I am using the Tier V. Maybe as an anchor for your brawler line as a sort of fleet carrier. Do I have all the above right? If its something different than the wiki should be updated for clarication. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. 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. Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. Well it depends largely upon what combat role you wish to serve in EVE. 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. He is also the dwarf you begin with in the tutorial. 86 3. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. ImperialForce9 Jan 15, 2022 @. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 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. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. When used en masse it can completely overwhelm defenses of most ships in the. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 82*hull < 7. A carrier hanging back for its hangar's range,while having PD and Flak, and a cruiser with long and medium kinetics and lasers sitting at medium range. Autocannons have a longer effective range and greater terminal. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Autocannon is better imo because it's the only gun besides the Driller's primaries that really effectively deals with the huge hordes of enemies. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. Anti-Shield specialty. Stellaris Wiki Active Wikis. I decided to compare 4 main types of weapon against each other on same ship designs. Honestly, I don't. 3. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. AHostOfIssues • 4 yr. 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. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Against shields only and armor only. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. They're strictly superior to railguns when used with torpedos. 000 of Autocannon mercs lost to ~45. All but one defense slot are dark matter shields, I have two shield hardeners and a reactor booster. Original SC from the unmodded game has been converted into the laser SC from this mod. They can protect your battleship fleet from torpedo corvettes. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 31. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. 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. GoldNiko • Space Engineer • 2 yr. As it says. 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. Again, in Stellaris, you are only limited by your imagination. So here we get a CtH of 75 - 8 = 67%. The Carrier computer has two values: It details the ship holds position at 150. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. because autocannons seem. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 000 of disruptor cruisers with the cruisers loosing basically nothing. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Stellaris still isn't following the Autocannon & Strike Craft meta anymore? Last I played (just before the Paragon's released), everyone was just hard-metaing the Autocannons & strike craft cruisers. The resulting. When used en masse it can completely overwhelm defenses of most ships in the. It says to double engagement range. As it says. Its DPS is 4. I almost never use autocannons but I usually research them pretty quickly to get to flak. (for one of the upgrades. The ship design will automatically update with the newer tech. Even then, there's still an element of randomness, so it might take a few tries to get the tech you want. 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. 2 and I'm wondering what the optimum fleet mix is and the best weapons. ISBN: 9781250854124 . Not necessarily it seems. I'd personally. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. M45 shotgun. 79 + 50% Armor Penetration vs 12. 63 4. 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. Missiles are a punch up weapon, dealing large slot equivalent damage in the space of a medium slot. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. Well it depends largely upon what combat role you wish to serve in EVE. 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). “The profiles on their datasheets have been overhauled, enabling us to better represent the. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. 24 , 24. 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. Inside your ship, there are three special places for these weapons. It lacks the bonus to hull damage lasers have. The KB and the L-slot GC have the same Alloy and Motes costs (although more Power is needed for the KB) and end up netting out at. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. In addition, while most M weapons are 2x and. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. Any tips on what situation/role which weapon class wins out?Synchro Pulse, Autocannon, Corrosive Injector with Visions of Decay legendary sensor is the gear I'm using on most ships who want to fight up close. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. Other than Armor Hardening, it's just the edict to speed up megastructure construction. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. 3. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. List of resources. Each one is like a different place on a game board where you can use different weapons, like cannons, lasers, and missile. I just returned to playing the massively changed game in 2. Any tips on what situation/role which weapon class wins out?As it says. 75 I do try to make things more interesting in my Mod, for example. For example the ancient laster (Cavitation Collapser), resembles normal lasers. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. 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. . Strike craft with [M] and. Tears apart moderately armored vessels and creatures with overwhelming. Railguns now have a Penalty against Shields but literally twice the range of Lasers. Generally speaking you also want to choose either kinetic, missile or. research_technology [technology ID]. 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. 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. Lance is ignored for, well, pretty much the same reason. The best ballistic auto turret of all belongs to the Shinigami Jishaku series. AC also have higher tracking and lower range. 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. 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.