Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. ago. The only exception is when you’re countering something specific. 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. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. 16 DPS. (for one of the upgrades. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. g. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. 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. 6 (II) , +2. The Disruptor and Autocannon do pair decently with the torp. Each believe theirs is one true weapon and other is obsolete. 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. . Computer/Position: Line. 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. Starfield:Weapons. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. armor: 5. 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. 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. The 425mm autocannon is the largest medium AC. I have a choice of either taking the Railgun or Autocannon tech branches. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. 2. 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. The best ballistic auto turret of all belongs to the Shinigami Jishaku series. 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. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 24 , 24. Stellaris Wiki Active Wikis. 8 battleship - particle lance and kinetic artillery, even on armor/shield. It’s because the numbers can be misleading, as the numbers are inflated. "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. Player is normally able to fit those only on Small slots. 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. Stellaris. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. KA + Plasma basically. 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). While autocannon is strong one in early fights it's quickly became obsolete. Dec 16, 2016. If. Just swap the artillery core for the carrier core and leave everything else the same. If you had to choose, which would you put on the majoirty of your ships and defense stations?Nanite Autocannon and Flak. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. Do I have all the above right? If its something different than the wiki should be updated for clarication. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. 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. They both can work on the hull. 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. Both have bonuses to hull, and your DPS is decent. The ammo costs might balance the damage out efficiency-wise. 6S, and L=3. The Disruptor and Autocannon do pair decently with the torp. This means that there's a 67% chance of the shot connecting and doing damage. 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. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large-caliber armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles fired by a machine gun. Ditch the Tachyon lance unless you're going up against Prethoryn. 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. The only difference between the two, damage-wise, is how many levels of specialization you've trained. Kinetics. | VirgiliusM 于8个月前 修改了 此页面。. Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. 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. 1. 000 of disruptor cruisers with the cruisers loosing basically nothing. And yes, it's unintuitive and maybe should be changed. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. To be completely serious: no Lasers are not meta. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. 99. hull: 4. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. The point of them is to put on corvettes in the mid/late game so that battleships have an answer other then "more battleships", but the ai in 2. 25) Has Discovery Traditions Tradition (×0. Round 3 was the same vessels, but with arc emitters. 000 of Autocannon mercs lost to ~45. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. 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. Carrier battleship. 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. 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. Plasma has -75% damage vs shields. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. The best weapon vrs Armor is. Creating ships. 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. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. Weapon modules are like powerful tools that get your spaceship ready for space battles. When used en masse it can completely overwhelm defenses of most ships in the. Its mostly a. It simply doesn't have the damage output. You need a Class C reactor if you want to use Class C ship modules. It's OP as all heck. As a fleet 3. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Both have bonuses to hull, and your DPS is decent. I see the stats and sometimes I think railgun is better than autocannon or that basic laser is better than plasma launchers. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. The 425mm Autrocannon tracking is 33. “The Leagues of Votann rules focus on armies of hardy warriors who defeat their foes through a combination of teamwork, target prioritisation and ruthless efficiency,” explains Robin from the Warhammer Design Studio. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. M49 Vulcan. 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. 79 6. Any tips on what situation/role which weapon class wins out?Corvettes. It keeps changing. Costs 900 Engineering; Unlocks Autocannon; Railguns. All types of planets. Read on to learn how to get KE-49A Autocannon, its requirements, locations, and stats. 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. Honestly, I don't even bother with mass drivers at all. AC have a max range of 30 and can only be small. 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. I have a choice of either taking the Railgun or Autocannon tech branches. I know is a stupid question but, what weapon from the ones I mentioned is better in what. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Gauss Cannons have longer range and can be small, medium or large. So here we get a CtH of 75 - 8 = 67%. 5. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. I mean, otherwise people would be doing that over games every time. How accurate is the rail gun? The next generation gun is called a rail gun. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. A tag already exists with the provided branch name. 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. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 86 3. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. Physics research. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. ago. Ship Modules are parts used in the construction of Ships. 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. 8. Useful to destroy the enemy ships and get rid of them. ago. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. 3. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. 1. plasma meanwhile has 5% of the effectiveness of. 0) Number of years since game start is lower than 5 (×2. 50, vs Gamma lasers at 6. 11 + 100% Armor Penetration vs 15. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. From my understanding, Autocannons have a higher fire rate than Mass Drivers and the larger version ignore armor instead of having anti-shield capabilities (though they have no penalties against them). The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. There are 5 designs that are "optimal". 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. 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. I'm not completely sure about mid-game yet. 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. Which of these tech is better in the long term?Starfield:Weapons. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Technology. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. The Dual Heavy Beam Laser tracking is 1. 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. phase distruptors suck big time. Start tracking progress. All but one defense slot are dark matter shields, I have two shield hardeners and a reactor booster. 15 4. 54, 29. Core Cracking. Stellaris Ship Design Guide 2023 [3. At least late game. phase distruptors suck big time. 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. Hello all. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. 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. Small autocannons use regular S slot and seem to have comparable stats. Which means most light and medium ships. Sending in a Demolitions Team using an Army. Short range weapons are better DPS and are more able to hit smaller and faster targets. You can up your tracking game with Auxiliary Targeting. When shields are gone torpedoes should have finished armour too. 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. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. Max Power – how many power slots from your reactor can be put into the weapon. No you can't. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. XL: LanceStellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A NethereseWyvern • Additional comment actions. As it says. Just make sure to keep your distance, as missing with the Railgun can be fatal!. You starting weapons should make up the backbone of your fleet throughout the entire game. 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). Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Hull DMG – how much damage it does to structures/hulls. That said, the autocannon seems like the best non-penetrator for small slot. If you tech up missiles, throw an autocannon with em. 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. . I have a choice of either taking the Railgun or Autocannon tech branches. Hello all. 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. · 5 yr. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. phase distruptors suck big time. We have 3 basic types, rockets, kinetics and lasers. Kinetic Artillery is the best Large kinetic weapon period. Not necessarily it seems. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. 3. Railgun is a universal turret. 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. Assault cannons are better against stationary targets such. The temptation to for bigger caliber weapons only magnified their penalties. Assume I am using the Tier V. 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. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. This guide is based on Stellaris 1. 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. On battleships, late in the game. Assume I am using the Tier V. Railguns now have a Penalty against Shields but literally twice the range of Lasers. 2. For some reason, the game really values Corvettes and undervalues Cruisers. They can be on the outskirts firing while the autocannon corvettes take up the front lines. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Autocannons are good on corvettes. Again, in Stellaris, you are only limited by your imagination. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Ascension perks. 5 instead of 25. that is a 325% difference in base DPS before adjusting for modifiers. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. 0 unless otherwise noted. . M43 heavy machine gun. With so many different weapon modules to choose from, combined with. UNRS Voyager has atomic torpedoes and multi-barreled autocannon, with the Space Marines armed with machine guns and (albeit nuclear-powered) flamethrowers. M99A2S3 Stanchion. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. 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. 67. Hello all. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Good job doing the tests, but there can always be more. 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. 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. Reply. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. I think rail guns do better in this situation. 3 Jishaku Nd RF Rapid Railgun Turret. See Armor page for details of beam vs armor. This was an absolute slam dunk for the battleships, with the cruiser fleet suffering 25-30 fatalities vs average 2 BB lost. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. 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. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. 792. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. There are many different types of weapons in the Settled Systems to utilize and modify. Then targeted hit on engines before boarding. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. they 7. 6 fleet composition. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. This seems like a bug, as the code clearly says zero. Complete list of technologies at Stellaris . So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. 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. 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. 4 mini turrets - I need to look at the current game stats. Railgun. It says to double engagement range. Large carrier cruiser. Light Needler's competitor, Railgun, is simply too good. I use corvettes until battleships are available. Cruisers lost hard. Once cruisers are everywhere, switch to conventional weapons (neutron + laser + autocannon). 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". That’s it. Torpedoes fire slowly, and do extra damage based on how big the target is. 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. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. 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. You starting weapons should make up the backbone of your fleet throughout the entire game. 6 composition, I advice : Also I cut back on power to lasers if I intend to board or the automatic firing turrets destroy the ship before I can board. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Laser vs Railgun 11. 2 and I'm wondering what the optimum fleet mix is and the best weapons. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. I almost always. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. The issue happens when the devs both take experimental design approaches that both defy the laws of gravity. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Sciira • 6 yr. ballistic weapon that deals energy C >Light Assault Gun – High DPS, >Heavy Autocannon – For when damage, is good against both but low damage per shot makes it you can't find HVD or need to spare armour and shields and deals B most useful against destroyer-tier points, though a good weapon on its some EMP damage as well. 43 Advanced. Gatling guns do a good job against small fast targets like other SG fighters due to the high rate of fire. 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 . It depends on your target. 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. kinetic are outgunned my kinetic artillery. 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. 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. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. 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. Noble. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. Autocannon VS Mass driver. 6 “Orion” update. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. Hello all. Lasers would look for ships without shields and prioritize them, etc, etc. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. 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. You. Reply. 11 + 100% Armor Penetration vs 15. Mega Cannon is the go to choice because it reaches the enemy before other weapons due to X-weapons larger range and kinetic is good against the shields. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. What is better for dps? Afterburners modify Combat Speed, not Evasion. If so Why don't autocannon (Stormfire pretty quickly) shoot at. 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. 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. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. 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. though if you really want one an Autocannon isn't bad. Generally speaking you also want to choose either kinetic, missile or. I stick to Corvette spams until I can make Tesla Battlecruisers. 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. Well it depends largely upon what combat role you wish to serve in EVE. 4 carriers and the rest alphas seems to. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. Fires ballistic rounds fitted with a proximity fuse. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. KA + Plasma basically. 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. Other than Armor Hardening, it's just the edict to speed up megastructure construction. I strongly suspect the autocannon is strictly superior, with more DPS, range, and better chance for outright single-shot kills. Legacy Wikis. 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. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. 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. 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. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. [1] [4] [5] The M66 has a power draw of 8 megajoules. Maybe as an anchor for your brawler line as a sort of fleet carrier. M = 1.