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. 749. Legacy Wikis. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. phase distruptors suck big time. General rule of thumb, if you have a small weapons slot, put an autocannon in it. 85 vs. Gauss do more DPH and have less penalty hitting armour. Tears apart moderately armored vessels and creatures with overwhelming. Torpedo assault carrier is the most balanced ship design. This page was last edited on 15 June 2018, at 07:01. Again, in Stellaris, you are only limited by your imagination. 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. 84 10. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. If you don't have either, try and get them ASAP. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. Hello all. So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. Legend : Brawler : Weaponry based of autocannon and plasma. Best Ship Weapon Overall: Atlatl 280C Missile Launcher. And yes, it's unintuitive and maybe should be changed. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. Which of these tech is better in the long term? The best Starfield ship weapons are the Torch-P 250MW UV Pulse Laser, the KE-42 Cannon, and the ATLATL 280C Missile Launcher. 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. Reply. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 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. I've read a lot of different things and some of it seems dated and contradictory. Tamsyn Muir's New York Times and USA Today bestselling Locked Tomb Series continues with Nona . Railguns. Costs 900 Engineering; Unlocks Autocannon; Railguns. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. Both have bonuses to hull, and your DPS is decent. 00. But it also penetrates armor by 50%. 2. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?Their strengths are stronger (even more damage to armor/hull), but their weaknesses are also increased (even less damage to shields). The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. 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. 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. 63 4. Autocannon VS Mass driver. As part of a synergistic design, Autocannons are a great weapon. I decided to compare 4 main types of weapon against each other on same ship designs. Go to Stellaris r/Stellaris. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. The best weapon vrs Armor is. 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. If you know you're fighting things with few/no shields, plasma will be stronger than lasers. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. Each one is like a different place on a game board where you can use different weapons, like cannons, lasers, and missile. Silveressa Oct 21, 2020 @ 11:19am. There are many different types of weapons in the Settled Systems to utilize and modify. 6 (II) , +2. “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. Report. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. 3. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". Same for shields, engines, power, etc. I almost always. Which of these tech is better in the long term?You cannot exceed 100% accuracy on your ships. 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. Well it depends largely upon what combat role you wish to serve in EVE. Stellaris Wiki Active Wikis. Small autocannons use regular S slot and seem to have comparable stats. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. 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. Set Attacker Offensive Vassals [my three vassals]. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. Neutons in large. Missiles are handled differently so we will cover those separately. #1. I use corvettes until battleships are available. At least late game. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. 29 + 100% Armor Penetration vs 12. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. Long range turret. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Eisenblume • 7 yr. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Utility slot should be set to Afterburners for maximum speed. Lance is ignored for, well, pretty much the same reason. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. ago. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. phase distruptors suck big time. With so many different weapon modules to choose from, combined with. The Titan is fully loaded with kinetic. 6*armor, which is usually true! AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. This page was last edited on 14 October 2017, at 10:50. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. Autocannon & Plasma Cannon series. I strongly suspect the autocannon is strictly superior, with more DPS, range, and better chance for outright single-shot kills. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. Autocannons have a longer effective range and greater terminal. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. 67. Dec 16, 2016. Which of these tech is better in the long term?éven in the books lasers dont play a role in combat as guns, but rather for communications and target marking. 6S, and L=3. Both have bonuses to hull, and your DPS is decent. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Lasers, missiles and railguns all have their individual strengths and weaknesses. 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. They can be on the outskirts firing while the autocannon corvettes take up the front lines. ago. vs. phase distruptors suck big time. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Autocannons are extremely short range. 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. kinetic are outgunned my kinetic artillery. When I first started playing the game I thought when you researched a tech in one weapon tree it increased the cost of researching other weapons from other trees, which I thought was pretty cool from a balance point of view and RP as well. 0 unless otherwise noted. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. 000 of Autocannon mercs lost to ~45. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. 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). M gives decent range boost so your railguns and autocannons are hitting at similar range. Other than Armor Hardening, it's just the edict to speed up megastructure construction. The plasma launchers make great medium slot weapons to balance all the autocannons so. I have a choice of either taking the Railgun or Autocannon tech branches. even on the autocannon's worst target it has 40% the effectiveness of plasma. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. 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. kinetic are outgunned my kinetic artillery. And yes, it's unintuitive and maybe should be changed. 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. (Technically the Engineer's secondaries can deal with crowds too but their low ammo makes them inconsistent when the game throws a lot at you at once) Both the Revolver and BRT7 can both be fined. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. Original SC from the unmodded game has been converted into the laser SC from this mod. They are marginally useful at the T1 tech level as the only way to beat PD Corvettes, but the moment you get the Disruptor at T2 tech level the Laser just loses its entire niche. Jump to latest Follow Reply. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. A decent monoculture vs AI = Battleship with Spinal Arc Emitter at the front and Hangers at the back with disruptors everywhere on the weapon. Since new turrets and block weapons have been added I want to try and use them more, but I'm curious what the best roles are for them on a large vessel. It lacks the bonus to hull damage lasers have. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. Rail gun ammunition comes as a multipart sabot with as. The other two nanite components the nanite flak battery and nanite repair system scale properly and are. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. As it says. If so Why don't autocannon (Stormfire pretty quickly) shoot at. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Ditch the Tachyon lance unless you're going up against Prethoryn. 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%. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Torpedoes fire slowly, and do extra damage based on how big the target is. At 40 repetitions you have increased the damage by 200%. 54, 29. When choosing a reactor the first thing to consider is which class of ship you want. Any tips on what situation/role which weapon class wins out?Stellaris. Railgun. Go to Stellaris r/Stellaris • by spiritofniter Illuminated Autocracy Point Defense vs Small Autocannons? When dealing with space torpedoes, the wiki says point defense (literal) is the solution. They are commonly found mounted in pairs, increasing their overall destructive potential. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. (Materials) : Small/Medium/Large Railgun ② Advanced Railguns (Materials) : Small/Medium/Large. Which makes me wonder, what if all three have a place. Hello all. However I will use autocannons if somehow its a tier above my current rail/coil guns. 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 defensive weapon system that fires shrapnel-filled shells equipped with a proximity fuse for maximum effect against fighters and missiles. Autocannons are basically kinetic's version of plasma weapons - even stronger against shields than railgun, and even gets bonus damage to hulls, but weaker against armor in exchange. This week’s topic is the combat rebalancing planned for the Stellaris 3. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. 99. Stellaris Wiki Active Wikis. Round 4, I did 80 destroyers vs the cruisers. research_technology [technology ID]. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. 67. Autocannon vs Railgun is more up for debate for S and M. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. 6 Fleet Meta Prediction. A tag already exists with the provided branch name. Neutron Launchers. New Scenario: Asteroid Armory custom startlevel 1. . 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. 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. Ballistic Weapons: Damage enemy ship’s hull. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. ; About Stellaris Wiki; Mobile view Stellaris Guide. Living Metal and Zro are kinda weird resources because they have very few uses. Dec 16, 2022. Onward, for science!Railgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. 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. Which of these tech is better in the long term?Starfield:Weapons. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. If you had to choose, which would you put on the majoirty of your ships and defense stations?Nanite Autocannon and Flak. ). What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. M49 Vulcan. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. I just returned to playing the massively changed game in 2. The damage malus to armor seems pretty bad, and that's why you put the Plasma Cannons which have a 100% bonus to armor to counteract it. The gunship gets whatever floats the boat as its firepower is good enough. Autocannon Ammunition Autocannon ammunition comes in easily transported magazines. they 7. Do I have all the above right? If its something different than the wiki should be updated for clarication. 11 + 100% Armor Penetration vs 15. We have 3 basic types, rockets, kinetics and lasers. 76 Rare Crystals, penalty vs. AHostOfIssues • 4 yr. 81 5. 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. Assault cannons are better against stationary targets such. 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. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. Useful to destroy the enemy ships and get rid of them. Light Needler's competitor, Railgun, is simply too good. I have a choice of either taking the Railgun or Autocannon tech branches. Additionally, weapon range is the most common determinant of engagement range, and it can be very useful to combat-lock a fleeing enemy from across the system. Same for. 15 4. Its mostly a. 32, 5. As anti-shield weapon is also better then T3 railgun. Null void beam (S, L, M) - can be obtained via researching void. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. As it says. Report. Maybe as an anchor for your brawler line as a sort of fleet carrier. Generally speaking you also want to choose either kinetic, missile or. Original SC from the unmodded game has been converted into the laser SC. But on a kinetic weapon that's obviously. Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. -Gatling gun-point defence against missiles and fighters due to high. GoldNiko • Space Engineer • 2 yr. 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. Their role is to sprint to the enemy, intercepting any missiles / strike craft along the. 97 Lance vs Kinetic 16. Living Metal and Zro are kinda weird resources because they have very few uses. So if your wars are with vettes & few destroyers - it will shine. Sciira • 6 yr. 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. Description. ago. 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. Gauss do more DPH and have less penalty hitting armour. As a fleet 3. startledastarte • 7 mo. KE-20A Autocannon is a Weapon. 50, vs Gamma lasers at 6. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. For M, S and L slots separately. Ascension perks. If you tech up missiles, throw an autocannon with em. Gunner Best Build #4: Hurricane Generalist. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. 0 unless otherwise noted. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Any tips on what situation/role which weapon class wins out?Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Check the tooltip to see if there is. ago. 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. Large carrier cruiser. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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. 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). 3 auto > railgun I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). 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. 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. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Data:Technology/tech nanite autocannon. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Just swap the artillery core for the carrier core and leave everything else the same. They can protect your battleship fleet from torpedo corvettes. Hull- 9. The M66 LRG is a powerful anti-armor weapon that fires 30mm high-density ferrous projectiles at ultra-high velocity. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Stellaris Wiki Active Wikis. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. 41 5. 25) Has Discovery Traditions Tradition (×0. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. Null Void Beam is 2. I have a choice of either taking the Railgun or Autocannon tech branches. 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). I have a choice of either taking the Railgun or Autocannon tech branches. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. 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. r/Stellaris. For example; if you have a Class B reactor you can also use Class A ship modules, but not vice versa. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. ISBN: 9781250854124 . 79 Badges. Kinetic Artillery is the best Large kinetic weapon period. Legacy Wikis. For M, S and L slots separately. Where as if you equip Regen Hull Tissue 1 slot is 3 HP per day, and 2. What is better for dps?Afterburners modify Combat Speed, not Evasion. 4. Not sure about projectile weapons, but the highest meta-level Tech 1 Railgun does the same base damage as a Tech 2 Railgun (and it has a higher optimal range). I know is a stupid question but, what weapon from the ones I mentioned is better in what. 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. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. I have a choice of either taking the Railgun or Autocannon tech branches. The ship design will automatically update with the newer tech. Then targeted hit on engines before boarding. The sinews of war are infinire money. Each missile has a 25% chance to stun the bug for 3 seconds. 06 Plasma vs Autocannon 11. As it says. 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. but Laser + Autocannon or Plasma + Null Void is better. Gauss Cannons have longer range and can be small, medium or large. 06 3. Assume I am using the Tier V. mugshots ardmore, ok; sauce pizza and wine nutrition; henry marshall stephanie cole; pga tour priority ranking 2021 2022; can you have turkey bacon on optaviaSo the Cruisers could tank with small Plasma + Autocannon. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. Railgun is starter. Even then, there's still an element of randomness, so it might take a few tries to get the tech you want. For some reason, the game really values Corvettes and undervalues Cruisers. Weapon modules are like powerful tools that get your spaceship ready for space battles. Assume I am using the Tier V. Hull. DPS is through the roof, hence why the fleet power with them is so high. Essentially the PD destroyers swat away the fighters while the artillary does the damage, all of the PD's essentially just tangle up the fighter swarm and they never reach the destroyers in the back firing on the carriers. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. the. You starting weapons should make up the backbone of your fleet throughout the entire game. So as for me it's one of the best starts, when you can kill some space cows for it (especially as I tend to ignore entire railgun tree if can). The only exception is when you’re countering something specific. If so Why don't autocannon (Stormfire pretty quickly) shoot at. 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. It says to double engagement range. Any tips on what situation/role which weapon class wins out?Corvettes. 50 Damage: 5-10 Shield Damage: 100%. Ship AI in stellaris is fairly smart. Lance is ignored for, well, pretty much the same reason. a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. Any tips on what situation/role which weapon class wins out?As it says. 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. ) then you can check a box that says "Auto Upgrade". I have a choice of either taking the Railgun or Autocannon tech branches. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection.