Hello all. I just returned to playing the massively changed game in 2. Null Void Beam is 2. 32, 5. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. After couple of hours of spreadsheets and playthroughs on GA 4x All Crisis (0,25 habitable worlds) , I have made my statement which can help people to find their 3. Autocannon VS Mass driver. JVendin • 6 yr. 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]. I almost always prioritize rail/coil guns and mega/giga cannons. 06 Plasma vs Autocannon 11. That said, the autocannon seems like the best non-penetrator for small slot. phase distruptors suck big time. Hello all. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. Sciira • 6 yr. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable. Stellaris. 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. It depends on your target. Stellaris. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Plasma has -75% damage vs shields. The Disruptor and Autocannon do pair decently with the torp. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. Weapon ranges play a very big part in ship combat. As anti-shield weapon is also better then T3 railgun. AHostOfIssues • 4 yr. They're strictly superior to railguns when used with torpedos. Short range weapons are better DPS and are more able to hit smaller and faster targets. Maybe as an anchor for your brawler line as a sort of fleet carrier. 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. Gunner Best Build #4: Hurricane Generalist. The autocannon might be a better burst damage weapon, meaning first strikes are going to be stronger. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. Small stormfire autocannon- 19. It's OP as all heck. As it says. ago. I use corvettes until battleships are available. Any tips on what situation/role which weapon class wins out?Corvettes. However, point defense occupied P slot that isn’t always available. 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. You starting weapons should make up the backbone of your fleet throughout the entire game. Hello all. 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. Do I have all the above right? If its something different than the wiki should be updated for clarication. Both have bonuses to hull, and your DPS is decent. Dec 16, 2022. A guide to Railgun. For plasma, you don't need the laser tree, although having the red laser researched gives you plasma earlier. Inside your ship, there are three special places for these weapons. Useful to destroy the enemy ships and get rid of them. M gives decent range boost so your railguns and autocannons are hitting at similar range. How accurate is the rail gun? The next generation gun is called a rail gun. For M, S and L slots separately. The only drawback would be overkill, which is only an issue if you're facing a manhunting pack of ducks or something. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. M90 shotgun. A decent monoculture vs AI = Battleship with Spinal Arc Emitter at the front and Hangers at the back with disruptors everywhere on the weapon. Legacy Wikis. 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. Sciira • 6 yr. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Long range turret. 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. The only exception is when you’re countering something specific. 5 instead of 25. Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. 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. 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. Start tracking progress. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. The only exception is when you’re countering something specific. Colossus Project ascension perk. 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. Any tips on what situation/role which weapon class wins out?The Hegemony is the dominant faction in the Sector. 0S. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. M gives decent range boost so your railguns and autocannons are hitting at similar range. XL: LanceStellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A NethereseWyvern • Additional comment actions. 97 Lance vs Kinetic 16. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. hull: 4. 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 . Kollatius World of insanity, details and knowledge. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. I think rail guns do better in this situation. 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 other two nanite components the nanite flak battery and nanite repair system scale properly and are. [M] and weapons only. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. 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). 2. Well it depends largely upon what combat role you wish to serve in EVE. As it says. 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 (II) , +2. Same for shields, engines, power, etc. The sinews of war are infinire money. I have a choice of either taking the Railgun or Autocannon tech branches. 08 Stormfire Autocannon 5 S 7. Ditch the Tachyon lance unless you're going up against Prethoryn. M99 Stanchion. 99 DPS. 25 / ×2. As a fleet 3. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). Report. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Jump to latest Follow Reply. 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. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. 4. You can also use the lower class ship modules if you have a higher Class reactor. Costs 900 Engineering; Unlocks Autocannon; Railguns. Autocannons are good on corvettes. 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. Its understandable since a single system craft is far far more than even ten of thousands titans. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 17. “The profiles on their datasheets have been overhauled, enabling us to better represent the. 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. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. · 5 yr. 67. Gauss do more DPH and have less penalty hitting armour. 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). If you had to choose, which would you put on the majoirty of your ships and defense stations?Nanite Autocannon and Flak. Note that your standard railgun has a longer range than the equivalent laser or plasma (so you can attack foes from further away), but is also slightly less accurate. Gatling guns do a good job against small fast targets like other SG fighters due to the high rate of fire. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. phase distruptors suck big time. Kinetic Weapons in Stellaris also come in multiple categories. Set Attacker Offensive Vassals [my three vassals]. 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. Requires an even greater energy supply to fire than a standard railgun. Which means most light and medium ships. Any tips on what situation/role which weapon class wins out?As it says. Stellaris' recent 3. What is better for dps?Afterburners modify Combat Speed, not Evasion. Stellaris Wiki Active Wikis. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 75 I do try to make things more interesting in my Mod, for example. 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. 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. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. Each missile has a 25% chance to stun the bug for 3 seconds. As it says. So a Tech 2 Railgun can be 10% better. ago. 79 + 50% Armor Penetration vs 12. ; About Stellaris Wiki; Mobile view Stellaris Guide. 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. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. Utility slot should be set to Afterburners for maximum speed. 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. Light Needler is not significantly more efficient, and the. The temptation of "one shot, one kill" certainly led the Luftwaffe down a chimerical cul de sac of specialized heavy autocannon. My Battleship Fleets at 2430 have one Titan for the aura and 23 battleships with hangar bow carrier core and artillery stern, with a mix of PD and Flak and all weapon slots are fitted with gauss cannons. 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. Honestly, I don't even bother with mass drivers at all. 5, and range of 120 instead of 250. Hello all. Gauss Cannons have longer range and can be small, medium or large. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. 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). It’s because the numbers can be misleading, as the numbers are inflated. Oof. 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. Generally speaking you also want to choose either kinetic, missile or. Strike craft with [M] and. 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. Kinetic Artillery is the best Large kinetic weapon period. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large- caliber (20 mm/0. Small plasma cannon- 6. a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. 31. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. If so Why don't autocannon (Stormfire pretty quickly) shoot at. It is a no big deal but is this intended? Reply. Max Power – how many power slots from your reactor can be put into the weapon. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. Dangan PB RF Autocannon. 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. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. startledastarte • 7 mo. 1. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. Railguns now have a Penalty against Shields but literally twice the range of Lasers. AC have a max range of 30 and can only be small. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. The 425mm Autrocannon tracking is 33. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 3. This weapons is also good vs armor due to being a burst beam. At 40 repetitions you have increased the damage by 200%. " Heavy Autocannon: "Heavy multi-barrel autocannon. phase distruptors suck big time. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. This advice has revolutionised my fleets. Once cruisers are everywhere, switch to conventional weapons (neutron + laser + autocannon). Lasers would look for ships without shields and prioritize them, etc, etc. It has zero weight and nothing increases it. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. Dec 16, 2016. #5. With so many different weapon modules to choose from, combined with. Stellaris: Suggestions. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. This weapons is also good vs armor due to being a burst beam. Starfield is a sci-fi RPG being developed by Bethesda Game Studios. 43 Advanced. 97 Lance vs Kinetic 16. There are 5 designs that are "optimal". 75. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. Role: Rapid fire. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. laser, where plasma, where rocket to adapt to. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. KE-31A Autocannon is a Weapon. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. 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. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). Living Metal and Zro are kinda weird resources because they have very few uses. 6 fleet composition. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 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. KA + Plasma basically. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. Sammy. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. (×1. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Legacy Wikis. Jump to latest Follow Reply. The ammo costs might balance the damage out efficiency-wise. Hull. Barrage. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. 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. Starfield:Weapons. Try it out in the Ship Designer. 58 7. 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. A great choice for both campers, who like to destroy enemies while hiding far away, and semi-defenders, that always move around the map. 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 gunship gets whatever floats the boat as its firepower is good enough. I use corvettes until battleships are available. 1. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. 50, vs Gamma lasers at 6. There are 4 main weapon types - Lasers, Railguns, Cannons, and Missiles. 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. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. 7. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. KA +. There are many types of modules, each one improving a different aspect of your own ship. 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%. I just don't use a rail gun cos having fun with auto turrets n about to build that ship. 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. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. 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. Hull. 000 of Autocannon mercs lost to ~45. 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. Jump to latest Follow Reply. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. The ship design will automatically update with the newer tech. Stellaris Guide. 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. 11 + 100% Armor Penetration vs 15. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Content is available under Attribution-ShareAlike 3. 86 3. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. ago. 15 4. Stellaris. The S slot on NL frigate also happens to be ideal for self. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. Content is available under Attribution-ShareAlike 3. Its DPS is 4. Mathematically speaking, you want to replace the 3rd autocannon on your corvette with plasma when the target has defense ratio where approximately 2. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. 3. Large carrier cruiser. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. 78 4. Damage 34-50. I decided to compare 4 main types of weapon against each other on same ship designs. 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. 6 “Orion” update. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Torpedo corvettes with autocannon. The contingency weapon systems seem to prioritize large targets first anyway so you'll find your battleships/cruisers tanking for your destroyers/corvettes if anything. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. Just swap the artillery core for the carrier core and leave everything else the same. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. Its understandable since a single system craft is far far more than even ten of thousands titans. 0 unless otherwise noted. 35*shields + 1. Mar 19, 2018. Physics research. 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. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. 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. As it says. Rail gun ammunition comes as a multipart sabot with as. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. For example if your colony was within 4 direct jumps of your homeworld but you didn't control the direct route but a longer circuitous one when it was founded, would have it enter the frontier sector until you had owned all the systems of those 4 jumps then the core sector update would make it switch to the core. I have a choice of either taking the Railgun or Autocannon tech branches. Any tips on what situation/role which weapon class wins out?The Railgun 16 is the strongest single-shot weapon in the entire game. Set Attacker Offensive Overlord Set Defender [my target]. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2. 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. 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. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. 29 + 100% Armor Penetration vs 12. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Reply. Legend : Brawler : Weaponry based of autocannon and plasma. ago. 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 issue happens when the devs both take experimental design approaches that both defy the laws of gravity. At least late game. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. Any tips on what situation/role which weapon class wins out?As it says. The M66 LRG is a powerful anti-armor weapon that fires 30mm high-density ferrous projectiles at ultra-high velocity. M57 Pilum. Stellaris Ship Design Guide 2023 [3. Content is available under Attribution-ShareAlike 3. Perception and Willpower are the attributes most important for training gunnery skills.