stellaris autocannon vs railgun. Autocannons are extremely short range. stellaris autocannon vs railgun

 
 Autocannons are extremely short rangestellaris autocannon vs railgun That said, the autocannon seems like the best non-penetrator for small slot

Large carrier cruiser. They make your ship strong and able to move well in space fights. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Do I have all the above right? If its something different than the wiki should be updated for clarication. Weapon modules are like powerful tools that get your spaceship ready for space battles. Mar 14. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. There are many different types of weapons in the Settled Systems to utilize and modify. We have 3 basic types, rockets, kinetics and lasers. Stellaris Guide. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Hull. Each missile has a 25% chance to stun the bug for 3 seconds. 2. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Getting traditions. The ship design will automatically update with the newer tech. KA +. 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. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. If you don't have either, try and get them ASAP. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. The best ballistic auto turret of all belongs to the Shinigami Jishaku series. Costs 900 Engineering; Unlocks Autocannon; Railguns. Check the tooltip to see if there is. 50 Damage: 5-10 Shield Damage: 100%. See Armor page for details of beam vs armor. 1. Physics research area comprises the fields: Computing, Field Manipulation and Particles. M99 Stanchion. You can up your tracking game with Auxiliary Targeting. Maybe as an anchor for your brawler line as a sort of fleet carrier. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. Short range weapons are better DPS and are more able to hit smaller and faster targets. 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. KA + Plasma basically. So as long as you have enough of both types you won't have any problem getting. [deleted] • 7 yr. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Noble. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for them to shoot at, the missiles have destroyed it all. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Core Cracking. 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. One hit from this thing can take down anything but the sturdiest mechs. Which of these tech is better in the long term?You cannot exceed 100% accuracy on your ships. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. shield, -50% vs. The issue happens when the devs both take experimental design approaches that both defy the laws of gravity. This weapons is also good vs armor due to being a burst beam. XL: LanceStellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A NethereseWyvern • Additional comment actions. As anti-shield weapon is also better then T3 railgun. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. All types of planets. Business, Economics, and Finance. That will allow you to test any combat situation (you may even create test map with all FE and Leviathans ;) ) For your question : disruptor became suprerior to railgun only vs targets with armor ~ less then 25-30%. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-Armour L gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. Perception and Willpower are the attributes most important for training gunnery skills. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. Legacy Wikis. To be completely serious: no Lasers are not meta. Anti-Shield specialty. Content is available under Attribution-ShareAlike 3. That’s it. The range is just awesome. They both can work on the hull. As anti-shield weapon is also better then T3 railgun. Which of these tech is better in the long term?Starfield:Weapons. 15 4. Mono-cruiser fleets are totally viable. You can also use the lower class ship modules if you have a higher Class reactor. Useful to destroy the enemy ships and get rid of them. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Early game you could try and roll for Autocannon weapons research which makes your corvettes better against other corvettes but real short range to fire. Any tips on what situation/role which weapon class wins out?As it says. This means that there's a 67% chance of the shot connecting and doing 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. Hull. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. laser, where plasma, where rocket to adapt to. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. We would like to show you a description here but the site won’t allow us. Null void beam (S, L, M) - can be obtained via researching void. Railgun. Its understandable since a single system craft is far far more than even ten of thousands titans. Legacy Wikis. Autocannon gets bonus against shields (first 1/3 of a ship) and plasma gets a bonus against armor and hull (the other 2/3 of a ship). Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. 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). This advice has revolutionised my fleets. The M66 LRG is a powerful anti-armor weapon that fires 30mm high-density ferrous projectiles at ultra-high velocity. The S slot on NL frigate also happens to be ideal for self. Extremely effective against small grids such as fighters and rovers. Do I have all the above right? If its something different than the wiki should be updated for clarication. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Per the wiki Flak only shoots at fighters and PD only shoots at missiles. It's OP as all heck. 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. Any tips on what situation/role which weapon class wins out?Stellaris. 75 vs. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. It seems as though Plasma Cannons are intended to be the energy weapon complement to the Stormfire Autocannon: both weapons do additional hull damage (+50% for plasma, +25% for stormfire); both weapons do considerable damage damage to one kind of defense (+100% to armor for plasma and +50% to shields for stormfire) but only. Though L slots can take either if youre making aggressive ships and don't want to dump. 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. ago. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Jump to latest Follow Reply. Just remember to only fight at max distance or. Carrier battleship. Round 3 was the same vessels, but with arc emitters. General Damage is best done bye Gauss Cannons. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. Mar 31, 2015 771 1. Lasers would look for ships without shields and prioritize them, etc, etc. | VirgiliusM 于8个月前 修改了 此页面。. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Plasma Auto. Railgun is starter. Hello all. Noble. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. Long range turret. Inside your ship, there are three special places for these weapons. a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. I almost always. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. M90A shotgun. Reply. Best Ship Weapon Overall: Atlatl 280C Missile Launcher. AHostOfIssues • 4 yr. 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. AC have a max range of 30 and can only be small. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. 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. I think rail guns do better in this situation. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. As it says. Armor- 12. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". Mar 19, 2018. Original SC from the unmodded game has been converted into the laser SC. IguanaTabarnak • 2 yr. 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). 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. 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. (for one of the upgrades. 5, and range of 120 instead of 250. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. 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. How to Beat the Scavenger Bot in Stellaris. Autocannon. Specifically I'm wondering if the picket computer results in the ship staying at a medium range and as such, the short range of the disruptor/autocannon will not engage? I'm throwing in all missiles destroyers on the back line with artillery computer - hopefully this will break down their armour enough for the autocannon/disruptor to do their. JVendin • 6 yr. 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. Stellaris Wiki Active Wikis. Starfield is a sci-fi RPG being developed by Bethesda Game Studios. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. Dec 16, 2022. 75 I do try to make things more interesting in my Mod, for example. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. 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. 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. The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. 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. Gatling guns do a good job against small fast targets like other SG fighters due to the high rate of fire. Hull DMG – how much damage it does to structures/hulls. Against shields only and armor only. Getting anomalies. 6 (II) , +2. In Starfield, cannon vs autocannon is a debate. Results were similar to the last round. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. 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. The balance of gatling guns to others might be off. EDIT: If I get the Enigmatic Decoder from the Enigmatic. The Dual 425mm Autocannon tracking is 5. 6 Fleet Meta Prediction. 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. 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. 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. Any tips on what situation/role which weapon class wins out?Stellaris. 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. 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. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. vs. 50% PDD+Autocannon+Plasma and 50% Autocannon+Torpedo for majority of game (you need Torps to kill Starbases and Cruiser+) And then Focussed Arc Emitter + 5x L Void Cloud + Admiral that gives +20% weapon range. Plasma has -75% damage vs shields. 58 5. 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. See Armor page for details of beam vs armor. 75 I do try to make things more interesting in my Mod, for example. 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. hull: 4. "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. AC have a max range of 30 and can only be small. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. It lacks the bonus to hull damage lasers have. " Auxiliary Hardpoint Weapons: Auxiliary Light. I have a choice of either taking the Railgun or Autocannon tech branches. As it says. Hello all. The first fleet composition we will discuss is a Corvette-based composition. 00. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. He is also the dwarf you begin with in the tutorial. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. The only exception is when you’re countering something specific. Run Tachyon Lance, 3. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Even then, there's still an element of randomness, so it might take a few tries to get the tech you want. I'd personally. 1 giga cannon, 2 artillery, the rest some kind of laser. lasers are outgunned by plasmas. However I will use autocannons if somehow its a tier above my current rail/coil guns. This week’s topic is the combat rebalancing planned for the Stellaris 3. 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. to do significant damage a laser need a bit of time, and in the moment the "impact" is recorded the target just needs to shift its position to weaken the beams efficiency. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. The ship design will automatically update with the newer tech. Ditch the Tachyon lance unless you're going up against Prethoryn. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. shields of -50% instead of -25%, bonus vs. 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. 06 Plasma vs Autocannon 11. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. 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. You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. phase distruptors suck big time. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. 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. There are 4 main weapon types - Lasers, Railguns, Cannons, and Missiles. 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. If you tech up missiles, throw an autocannon with em. The best weapon vrs Armor is. Which of these tech is better in the long term?In conclusion I would suggest going about 50/50 in gatlings and autocannons and if you have the resources and power required: throw in a custom made small railgun turret, because the latter will hit small/ fast drones much more reliably than the assault or artillery cannons. AC also have higher tracking and lower range. ; About Stellaris Wiki; Mobile view Stellaris Guide. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. 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. 63 4. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Generally speaking you also want to choose either kinetic, missile or. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. For example; if you have a Class B reactor you can also use Class A ship modules, but not vice versa. 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. 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. kinetic are outgunned my kinetic artillery. 35*shields + 1. They're strictly superior to railguns when used with torpedos. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. 000 of disruptor cruisers with the cruisers loosing basically nothing. Colossus Project ascension perk. 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. In Stellaris there is only ship design and fleet management. 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. Autocannons are extremely short range. A destroyer or cruiser fleet with great tracking and a plasma/autocannon setup will devastate a corvette screen easily, especially in the early–mid game. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. Stellaris Wiki Active Wikis. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. ) then you can check a box that says "Auto Upgrade". So what you can do is just make a design of corvettes with 4x autocannon, and you’ll have on paper, strongest fleet in the galaxy from very early on in. r/Stellaris. is it ideal, who knows, is it perfect, i doubt it but it works for me. The only drawback is that if the enemy has a fleet you lose big time, even at 30 vs 30 mass drivers win with only 8 losses. Content is available under Attribution-ShareAlike 3. 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. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2. A great choice for both campers, who like to destroy enemies while hiding far away, and semi-defenders, that always move around the map. 29 + 100% Armor Penetration vs 12. Railguns now have a Penalty against Shields but literally twice the range of Lasers. 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. Null void beam (S, L, M) - can be obtained via researching void. Any tips on what situation/role which weapon class wins out?Assume I am using the Tier V. Eventually, I realized it (the cost increase) was because of research. Start tracking progress. 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?The order of calculation seems to be something akin to: Set Attacker [Me]. M57 Pilum. It simply doesn't have the damage output. Its understandable since a single system craft is far far more than even ten of thousands titans. XL: Lance If it is a straight upgrade (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. 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. This seems like a bug, as the code clearly says zero. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. They can be on the outskirts firing while the autocannon corvettes take up the front lines. I've read a lot of different things and some of it seems dated and contradictory. 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. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. but Laser + Autocannon or Plasma + Null Void is better. I have a choice of either taking the Railgun or Autocannon tech branches. phase distruptors suck big time. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. Ship Modules are parts used in the construction of Ships. 99. Ancient Giga-Cannon Archaeotech Version (Don't Know Archaeo Name) The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. -Gatling gun-point defence against missiles and fighters due to high. Sammy. Titans. 25 / ×2. 2 (I) , +1. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. 03 10. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. ago. 32, 5. 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. Cruisers lost hard. 2 and I'm wondering what the optimum fleet mix is and the best weapons. I think rail guns do better in this situation. 78 4. Barrage. I was sad to hear during the stream today that Autocannons wont be changed in 3. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. New Scenario: Asteroid Armory custom startlevel 1. Autocannons have a longer effective range and greater terminal. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Shield DMG – how much damage it does to shields. ago. If. Where as if you equip Regen Hull Tissue 1 slot is 3 HP per day, and 2. Hello all. First Choice. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. It keeps changing. It says to double engagement range. The Disruptor and Autocannon do pair decently with the torp. Shields- 1. 16 DPS. r/Stellaris. Shield DMG – how much damage it does to shields. The starting default machine guns, the Autocannon is the weapon you start out. Heavy Railgun: "Large diameter railgun with formidable stopping power. ago. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. How far can a rail gun go? The range of a railgun is related to the speed at which it can fire. This weapons is also good vs armor due to being a burst beam. armor: 5. ago. Torpedo corvettes with autocannon. For M, S and L slots separately. Mathematically speaking, you want to replace the 3rd autocannon on your corvette with plasma when the target has defense ratio where approximately 2. 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). Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them.