Stellaris autocannon vs railgun. Plasma has -75% damage vs shields. Stellaris autocannon vs railgun

 
 Plasma has -75% damage vs shieldsStellaris autocannon vs railgun  New Scenario: Asteroid Armory custom startlevel 1

Stellaris Wiki Active Wikis. Stellaris: Suggestions. Rail guns get through the shields faster and can help the missiles deal with the armour as well. A guide to Railgun. 5. Content is available under Attribution-ShareAlike 3. KA + Plasma basically. Autocannons have a longer effective range and greater terminal. 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). 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. As it says. Railgun is starter. Plasma or Lasers. 3. 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. Mar 14. 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. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. Report. 000 of Autocannon mercs lost to ~45. Set Attacker Offensive Vassals [my three vassals]. 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. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. At least late game. The M66 LRG is a powerful anti-armor weapon that fires 30mm high-density ferrous projectiles at ultra-high velocity. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. Fix Autocannons (Fleet Power via Damage) Thread starter NotAYakk; Start date May 4, 2023; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. Business, Economics, and Finance. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. (Materials) : Small/Medium/Large Railgun ② Advanced Railguns (Materials) : Small/Medium/Large. 08 Stormfire Autocannon 5 S 7. 17. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. This was an absolute slam dunk for the battleships, with the cruiser fleet suffering 25-30 fatalities vs average 2 BB lost. And. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Once you have battleships, you want a mix of alphas (4 neutrons and an XL of your choice, I prefer tachyon) and carriers (same as alpha, but swap the core section for carrier and use autocannons and energy PD). Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Laser vs Railgun 11. As a fleet 3. 2. 3. ago. g. r/Stellaris. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. General rule of thumb, if you have a small weapons slot, put an autocannon in it. While autocannon is strong one in early fights it's quickly became obsolete. 75 I do try to make things more interesting in my Mod, for example. Start doesnt matter because we will research others later - but im always confused here should i use e. So a Tech 2 Railgun can be 10% better. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. Jump to latest Follow Reply. But it also penetrates armor by 50%. 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. 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. Put an Maniac Scientist on Physics, you have a small chance of rolling the Null Void tech. I use corvettes until battleships are available. 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 keeps changing. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. 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. Legend : Brawler : Weaponry based of autocannon and plasma. 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. 32, 5. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. Stellaris Wiki Active Wikis. Requires an even greater energy supply to fire than a standard railgun. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Autocannon. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. Round 3 was the same vessels, but with arc emitters. Short range weapons are better DPS and are more able to hit smaller and faster targets. 6 “Orion” update. Living Metal and Zro are kinda weird resources because they have very few uses. For kinetic weapons, you want a scientist with Propulsion expertise. The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?As it says. AHostOfIssues • 4 yr. ago. Hello all. The projectile normally does not contain explosives, instead relying on the. ago. 7132. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. 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. Extremely effective against small grids such as fighters and rovers. 31. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. I'd personally. 06 Plasma vs Autocannon 11. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. The starting default machine guns, the Autocannon is the weapon you start out. And yes, it's unintuitive and maybe should be changed. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. 6 Fleet Meta Prediction. It simply doesn't have the damage output. Physics research. All types of planets. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 1 giga cannon, 2 artillery, the rest some kind of laser. 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. As it says. Which makes me wonder, what if all three have a place. I think rail guns do better in this situation. 03 10. ". Stellaris Wiki Active Wikis. In addition, while most M weapons are 2x and. The 425mm autocannon is the largest medium AC. Species and leaders traits. kinetic are outgunned my kinetic artillery. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 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. 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. r/Stellaris. Jump to latest Follow Reply. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. If you don't have either, try and get them ASAP. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Content is available under Attribution-ShareAlike 3. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Starfield features various ship-based weapons, and cannons and autocannons are among those. Technology. 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. Best Ship Weapon for Hull Damage: KE-49A Autocannon or Vanguard Hellfire Autocannon. . 4 carriers and the rest alphas seems to. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Lasers are usefull to unlock Tachyon lancers. 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. 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. They can be on the outskirts firing while the autocannon corvettes take up the front lines. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. ) then you can check a box that says "Auto Upgrade". 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. The contingency weapon systems seem to prioritize large targets first anyway so you'll find your battleships/cruisers tanking for your destroyers/corvettes if anything. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. 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. If so Why don't autocannon (Stormfire pretty quickly) shoot at. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). hull: 4. Original SC from the unmodded game has been converted into the laser SC from this mod. 0 unless otherwise noted. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. Assume I am using the Tier V. Armor- 12. Round 4, I did 80 destroyers vs the cruisers. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. 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. • 3 yr. KE-20A Autocannon is a Weapon. Each missile has a 25% chance to stun the bug for 3 seconds. 85 vs. Start doesnt matter because we will research others later - but im always confused here should i use e. Autocannons are extremely short range. 3. We have 3 basic types, rockets, kinetics and lasers. Lasers would look for ships without shields and prioritize them, etc, etc. 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. The temptation of "one shot, one kill" certainly led the Luftwaffe down a chimerical cul de sac of specialized heavy autocannon. 6 (II) , +2. This page was last edited on 15 June 2018, at 07:01. The only difference between the two, damage-wise, is how many levels of specialization you've trained. 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. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. . Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. This massive burst of hull damage means retreat is unlikely and neutron. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. Their role is to sprint to the enemy, intercepting any missiles / strike craft along the. If so Why don't autocannon (Stormfire pretty quickly) shoot at. But they're highly specialized due to their short range, poor accuracy, and uselessness against armor. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Being the largest faction, as well as one of the most developed, they produce large quantities of raw materials and industry, including owning a Pristine Nanoforge on. json. Not necessarily it seems. Role: Rapid fire. For example the ancient laster (Cavitation Collapser), resembles normal lasers. The coilgun has an accuracy of 75%. 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 DPS is 4. What is better for dps? Afterburners modify Combat Speed, not Evasion. Legacy Wikis. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. I mean, otherwise people would be doing that over games every time. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. 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. 0 unless otherwise noted. shields: 1. Best Particle Beam Ship Weapon: Exterminator 95MeV Auto Helion Beam or PBO-175 Auto Helion Beam. Legacy Wikis. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. 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. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. phase distruptors suck big time. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. 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. See Armor page for details of beam vs armor. Railgun. He is also the dwarf you begin with in the tutorial. A tag already exists with the provided branch name. As it says. You starting weapons should make up the backbone of your fleet throughout the entire game. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. lasers are outgunned by plasmas. All Discussions. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. the. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. shields of -50% instead of -25%, bonus vs. 1. Stellaris. 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". Both have bonuses to hull, and your DPS is decent. 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. shield, -50% vs. 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. Each believe theirs is one true weapon and other is obsolete. Lance is ignored for, well, pretty much the same reason. Assume I am using the Tier V. | VirgiliusM 于8个月前 修改了 此页面。. Its DPS is 4. 81 5. 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. 4. laser, where plasma, where rocket to adapt to. I decided to compare 4 main types of weapon against each other on same ship designs. I have a choice of either taking the Railgun or Autocannon tech branches. So here we get a CtH of 75 - 8 = 67%. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. I have a choice of either taking the Railgun or Autocannon tech branches. The ship design will automatically update with the newer tech. Game start, 1PD, 2 lasers. The range is just awesome. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Sorry it might have been confusing me opening up talking about PD vs Flak and then switching to Flak vs Autocannon. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. 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. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. The sinews of war are infinire money. 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 best choice is to cause a lower-estimate local power surge, as this will cause the Expedition to proceed for only 50 Energy Credits. For M, S and L slots separately. 78 4. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. Maybe as an anchor for your brawler line as a sort of fleet carrier. 99. In Starfield, cannon vs autocannon is a debate. · 5 yr. 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). Which of these tech is better in the long term?Stellaris. #5. 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. Set Attacker Offensive Overlord Set Defender [my target]. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. This page was last edited on 14 October 2017, at 10:52. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. 7, but I hope the developers will listen to this and do something about it in 3. Dangan PB RF Autocannon. 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. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. DPS is through the roof, hence why the fleet power with them is so high. 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. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Hello all. Shield DMG – how much damage it does to shields. 97 Lance vs Kinetic 16. Kollatius World of insanity, details and knowledge. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. M99 Stanchion. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-ArmourL gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. 0S. Yes I'm actually talking about the gun called "autocannon". 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. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 97 Lance vs Kinetic 16. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. You can up your tracking game with Auxiliary Targeting. 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. This advice has revolutionised my fleets. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. Colossus Project ascension perk. 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. 58 7. Which means most light and medium ships. Any tips on what situation/role which weapon class wins out?As it says. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. The Disruptor and Autocannon do pair decently with the torp. Against shields only and armor only. 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. Assume I am using the Tier V. 15 4. Sectors can change depending on systems gained. 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. Any tips on what situation/role which weapon class wins out?As it says. Several runs resulted in total destruction of the cruiser fleet. The only drawback would be overkill, which is only an issue if you're facing a manhunting pack of ducks or something. 67. I have a choice of either taking the Railgun or Autocannon tech branches. though if you really want one an Autocannon isn't bad. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. Torpedo corvettes with autocannon. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. 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. phase distruptors suck big time. I'm not completely sure about mid-game yet. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. M99A2S3 Stanchion. This week’s topic is the combat rebalancing planned for the Stellaris 3. Stellaris. M45 shotgun. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. 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. 79 + 50% Armor Penetration vs 12. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Plasma has -75% damage vs shields. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. 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. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. 2. phase distruptors suck big time. (for one of the upgrades. 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. How accurate is the rail gun? The next generation gun is called a rail gun. Its understandable since a single system craft is far far more than even ten of thousands titans. Legacy Wikis. 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). Autocannon vs Railgun is more up for debate for S and M. Same for. The first fleet composition we will discuss is a Corvette-based composition. Autocannon VS Mass driver. 3 and was established from the information provided in this meta-tech tree:. Legacy Wikis. It's OP as all heck. Content is available under Attribution-ShareAlike 3. 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). ago. Eisenblume • 7 yr. 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. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. Corvette-based means a fleet of more than 50 corvettes that can have any type of loadout but should be built towards having as much evasion as possible. Hello all. Long range turret. As it says. Autocannon vs Artillery . Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. 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. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. Autocannon. Kinetic weapons being good vs. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. ; About Stellaris Wiki; Mobile viewAutocannon. ago. Plasma has -75% damage vs shields. 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.