Stellaris autocannon vs railgun. 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. Stellaris autocannon vs railgun

 
 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 possibleStellaris autocannon vs railgun 43 Advanced

4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. ago. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. Disruptors do best in Corvette vs Corvette fights, but missiles do very well against starbases as the AI often loads them with short-ranged weapons that the missiles outrange, allowing for a trivial win. 54, 29. 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). lasers are outgunned by plasmas. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 6 fleet composition. UNRS Voyager has atomic torpedoes and multi-barreled autocannon, with the Space Marines armed with machine guns and (albeit nuclear-powered) flamethrowers. Plasma Auto. shields: 1. Hello all. I think rail guns do better in this situation. Cruisers lost hard. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. 03 10. Set Attacker Offensive Overlord Set Defender [my target]. I have a choice of either taking the Railgun or Autocannon tech branches. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. ImperialForce9 Jan 15, 2022 @. phase distruptors suck big time. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. 43 Advanced. Hello all. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. . 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). Noble. It does a mixture of explosive and kinetic damage, a little. We have 3 basic types, rockets, kinetics and lasers. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. 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. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. As part of a synergistic design, Autocannons are a great weapon. Any tips on what situation/role which weapon class wins out?Corvettes. Corvettes with Autocannon, double plasma mounts are ok. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Tears apart moderately armored vessels and creatures with overwhelming. 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. If. Assume I am using the Tier V. Costs 900 Engineering; Unlocks Autocannon; Railguns. Light Needler's competitor, Railgun, is simply too good. 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. Frigates are an advanced version. Two autocannos and a plasma makes them quite good. AHostOfIssues • 4 yr. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). AC also have higher tracking and lower range. Species and leaders traits. Stellaris Guide. (Materials) : Small/Medium/Large Railgun ② Advanced Railguns (Materials) : Small/Medium/Large. 8 battleship - particle lance and kinetic artillery, even on armor/shield. 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. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. Lasers, missiles and railguns all have their individual strengths and weaknesses. Useful when you plan to board their ship for looting stealing. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. Neutron Launchers. If you had to choose, which would you put on the majoirty of your ships and defense stations?If I was good at Stellaris modeling, I'd so re-design the models and GUI to be steampunk-esque. Hello all. Requires an even greater energy supply to fire than a standard railgun. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. I was sad to hear during the stream today that Autocannons wont be changed in 3. 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. Which makes me wonder, what if all three have a place. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. I have a choice of either taking the Railgun or Autocannon tech branches. phase distruptors suck big time. Lasers are usefull to unlock Tachyon lancers. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. AC have a max range of 30 and can only be small. Physics research area comprises the fields: Computing, Field Manipulation and Particles. 75 I do try to make things more interesting in my Mod, for example. But it also penetrates armor by 50%. September 7, 2023. 76 Rare Crystals, penalty vs. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. 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. DPS is through the roof, hence why the fleet power with them is so high. That said, the autocannon seems like the best non-penetrator for small slot. ago. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. “The profiles on their datasheets have been overhauled, enabling us to better represent the. ). " Auxiliary Hardpoint Weapons: Auxiliary Light. Any tips on what situation/role which weapon class wins out?As it says. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. Max Power – how many power slots from your reactor can be put into the weapon. So here we get a CtH of 75 - 8 = 67%. Any tips on what situation/role which weapon class wins out?Stellaris. is it ideal, who knows, is it perfect, i doubt it but it works for me. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. EDIT: If I get the Enigmatic Decoder from the Enigmatic. 4. 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. Now Flak: It deals avarage 6 damage per shot, reload in 0. 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). Which of these tech is better in the long term?Autocannon [edit | edit source] Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. 8. In. Ship AI in stellaris is fairly smart. The only exception is when you’re countering something specific. I have a choice of either taking the Railgun or Autocannon tech branches. And yes, it's unintuitive and maybe should be changed. Anti-Shield specialty. I'd personally. 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. Gunnery skills let you use EVE's four varieties of turret (energy, hybrid, projectile, and precursor) and make those turrets more effective. 78 4. As it says. Any tips on what situation/role which weapon class wins out?As it says. 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. General rule of thumb, if you have a small weapons slot, put an autocannon in it. Sectors can change depending on systems gained. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. This build works well in most cases, from close to long-range enemies such as menaces and spitball infectors. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. Kinetics. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. 3 auto > railgunI usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. Its DPS is 4. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Basics. Honestly, I don't. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 3. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. I strongly suspect the autocannon is strictly superior, with more DPS, range, and better chance for outright single-shot kills. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N. 1 torp, 1 disruptor corvette. You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. Railgun is a universal turret. Storm fire has really good tracking and dps for a small range, however the low damage per hit will give enemy fleets a lot of chances to escape the fight. This was an absolute slam dunk for the battleships, with the cruiser fleet suffering 25-30 fatalities vs average 2 BB lost. 000 of Autocannon mercs lost to ~45. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. shield, -50% vs. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. It is a no big deal but is this intended? Reply. 000 of disruptor cruisers with the cruisers loosing basically nothing. The starting default machine guns, the Autocannon is the weapon you start out. Even then, there's still an element of randomness, so it might take a few tries to get the tech you want. For M, S and L slots separately. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. . Missiles are a punch up weapon, dealing large slot equivalent damage in the space of a medium slot. 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. hull relative to plasma. 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. " Heavy Autocannon: "Heavy multi-barrel autocannon. Assume I am using the Tier V. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. The Dual Heavy Beam Laser tracking is 1. 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. A tag already exists with the provided branch name. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. Autocannon Ammunition Autocannon ammunition comes in easily transported magazines. that is a 325% difference in base DPS before adjusting for modifiers. 79 6. I decided to compare 4 main types of weapon against each other on same ship designs. I have a choice of either taking the Railgun or Autocannon tech branches. Nov 13, 2013. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Its mostly a. Just remember to only fight at max distance or. 0 unless otherwise noted. 58 5. The best weapon vrs Armor is. Stellaris Wiki Active Wikis. They both can work on the hull. They can be on the outskirts firing while the autocannon corvettes take up the front lines. The Disruptor and Autocannon do pair decently with the torp. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. While autocannon is strong one in early fights it's quickly became obsolete. ago. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. Living Metal and Zro are kinda weird resources because they have very few uses. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. +50% of a very low number is still a low number. • 3 yr. Note that only Tech 2 autocannon can load Tech 2 ammunition. 2. the Ninth?An Indie Next Pick!"You will love Nona, and Nona loves you. Autocannon. But they're highly specialized due to their short range, poor accuracy, and uselessness against armor. The balance of gatling guns to others might be off. At 40 repetitions you have increased the damage by 200%. Small plasma cannon- 6. Kollatius World of insanity, details and knowledge. 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. 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. Plasma has -75% damage vs shields. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. . Light Autocannon: B- Poor man's Railgun, Light AC is the budget kinetic option that is very efficient. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. 81 5. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. 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. 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. 0S. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. The sinews of war are infinire money. 50, vs Gamma lasers at 6. 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. Player is normally able to fit those only on Small slots. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. I'm not completely sure about mid-game yet. Good damage, good pen, and against organics, it drops them in 3 shots from hypothermia, allowing for easy stripping of good gear/hunting tough animals like thrumbos and the legendary viking huntables. For example; if you have a Class B reactor you can also use Class A ship modules, but not vice versa. 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). 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. 25 with a +300% bonus (so basically 10 average damage) vs shields, but it is -25% for armor and hull, and seems best used to take advantage of its ludicrous weapon range. [M] and weapons only. znihilist. Ditch the Tachyon lance unless you're going up against Prethoryn. It says to double engagement range. Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. The only exception is when you’re countering something specific. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. 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. Requires an even greater energy supply to fire than a standard railgun. But on a kinetic weapon that's obviously. 9 Meta Update] We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. This weapons is also good vs armor due to being a burst beam. 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. Start doesnt matter because we will research others later - but im always confused here should i use e. The only Ray Gun we see is a cumbersome crew-served. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. As it says. This seems like a bug, as the code clearly says zero. You starting weapons should make up the backbone of your fleet throughout the entire game. Mar 31, 2015 771 1. As a fleet 3. Missile weapons currently are hot garbage, their "homing" function barely homes at all, so unless you're fighting a capital ship they're a waste of a turret slot. AC also have higher tracking and lower range. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. 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). 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. because autocannons seem. 75 I do try to make things more interesting in my Mod, for example. the. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. Autocannon VS Mass driver. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. ago. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 85 vs. 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. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. How far can a rail gun go? The range of a railgun is related to the speed at which it can fire. ) then you can check a box that says "Auto Upgrade". Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 3 and was established from the information provided in this meta-tech tree:. 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. Inside your ship, there are three special places for these weapons. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. For kinetic weapons, you want a scientist with Propulsion expertise. ISBN: 9781250854124 . General Damage is best done bye Gauss Cannons. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. M57 Pilum. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. All types of planets. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. If so Why don't autocannon (Stormfire pretty quickly) shoot at. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. In Stellaris there is only ship design and fleet management. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. 1. but Laser + Autocannon or Plasma + Null Void is better. Other Fun Options. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. The only difference between the two, damage-wise, is how many levels of specialization you've trained. 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. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. All but one defense slot are dark matter shields, I have two shield hardeners and a reactor booster. Try it out in the Ship Designer. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Missiles are somewhat better against point defense, by dint. Stellaris. Then targeted hit on engines before boarding. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 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. Content is available under Attribution-ShareAlike 3. So as for me it's one of the best starts, when you can kill some space cows for it (especially as I tend to ignore entire railgun tree if can). Stellaris Wiki Active Wikis. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. 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. 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. Null Void Beam is 2. Missile Weapons: Deals an equal amount of damage to their hull and shield at the cost of being. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. GoldNiko • Space Engineer • 2 yr. At least late game. M45 shotgun. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Its one of the many reasons the combat in stellaris is the actual worst part of the game for me (Ever seen a CR90 swarm against an ISD? Yep ISD wins quiet easily by sheer number of guns alone. 79 + 50% Armor Penetration vs 12. Assume I am using the Tier V. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. . KA +. Other Fun Options. This page was last edited on 15 May 2016, at 13:01. I've read a lot of different things and some of it seems dated and contradictory. In Starfield, cannon vs autocannon is a debate. 25 / ×2. Railguns now have a Penalty against Shields but literally twice the range of Lasers. Also crystal infused/forged plating can add to hull. List of resources. KE-20A Autocannon is a Ship Module in Starfield. Set Attacker Offensive Vassals [my three vassals]. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Same reason as above. Autocannon is +2,281% vs. 17. They're strictly superior to railguns when used with torpedos. 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. The same goes for just about every weapon out there regarding their specialty. 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. Do I have all the above right? If its something different than the wiki should be updated for clarication. GoldNiko • Space Engineer • 2 yr. 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. 86 3. It has zero weight and nothing increases it. 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. rather than rail guns. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. 6 (II) , +2. Ship Modules are parts used in the construction of Ships. If you tech up missiles, throw an autocannon with em. Tamsyn Muir's New York Times and USA Today bestselling Locked Tomb Series continues with Nona . Autocannons (AC) track better (which makes them better at hitting fast and close range targets), they have a higher rate of fire, and they do more raw damage. 极度先进的自动火炮,射出的弹药可以在接近目标时引爆成一片纳米机器人云,以此过载目标的护盾并蚕食其船体区段。.