How to Beat the Scavenger Bot in Stellaris. Legacy Wikis. To be completely serious: no Lasers are not meta. Stellaris Wiki Active Wikis. ". This is also a great choice for the Ballistic missile range. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. Assume I am using the Tier V. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 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. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. 4. 18 3. Stellaris Wiki Active Wikis. 792. The best ballistic auto turret of all belongs to the Shinigami Jishaku series. 8. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. DPS is through the roof, hence why the fleet power with them is so high. Two autocannos and a plasma makes them quite good. On battleships, late in the game. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Other Fun Options. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. Set Attacker Offensive Overlord Set Defender [my target]. Tamsyn Muir's New York Times and USA Today bestselling Locked Tomb Series continues with Nona . GoldNiko • Space Engineer • 2 yr. Sorry it might have been confusing me opening up talking about PD vs Flak and then switching to Flak vs Autocannon. I think rail guns do better in this situation. Light Dual Autocannon: B Trades 100 range, and worse accuracy for more DPS compared to the original. The outer “carrier” shell of the sabot is shed during flight, prior to the core striking its target. Kinetic Weapons in Stellaris also come in multiple categories. What I reckon is: -railgun-long range with high penetration and low travel time so good for picking off individual systems. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. All codes for the game: The main list. Stellaris Wiki Active Wikis. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. 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. Hello all. Same for shields, engines, power, etc. shields: 1. Fires ballistic rounds fitted with a proximity fuse. 25) Has Discovery Traditions Tradition (×0. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. I have a choice of either taking the Railgun or Autocannon tech branches. Check the tooltip to see if there is. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. 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. Wszystko Dyskusje Zrzuty ekranu Prace graficzne Transmisje Wideo Warsztat Aktualności Poradniki Recenzje Stellaris > Dyskusje ogólne > Szczegóły wątku. The gunship gets whatever floats the boat as its firepower is good enough. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. because autocannons seem. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. As it says. 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. The same goes for just about every weapon out there regarding their specialty. Cruisers lost hard. Missiles are a punch up weapon, dealing large slot equivalent damage in the space of a medium slot. In Stellaris there is only ship design and fleet management. Costs 900 Engineering; Unlocks Autocannon; Railguns. They're strictly superior to railguns when used with torpedos. I have a choice of either taking the Railgun or Autocannon tech branches. One hit from this thing can take down anything but the sturdiest mechs. even on the autocannon's worst target it has 40% the effectiveness of plasma. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. r/Stellaris. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. 97 Lance vs Kinetic 16. A tag already exists with the provided branch name. Hull DMG – how much damage it does to structures/hulls. The resulting. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. armor, and +330% vs. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. There are many different types of weapons in the Settled Systems to utilize and modify. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. 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. phase distruptors suck big time. 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). 0) Number of years since game start is greater. “R” key once you get a lock-on. 33 4. Tears apart moderately armored vessels and creatures with overwhelming fire. An autocannon, automatic cannon or machine cannon is a fully automatic gun that is capable of rapid-firing large- caliber (20 mm/0. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. If you tech up missiles, throw an autocannon with em. Requires an even greater energy supply to fire than a standard railgun. 2. I think rail guns do better in this situation. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. The only drawback would be overkill, which is only an issue if you're facing a manhunting pack of ducks or something. Autocannon. This page was last edited on 14 October 2017, at 10:52. Autocannon & Plasma Cannon series. 3 and was established from the information provided in this meta-tech tree:. Missile Weapons: Deals an equal amount of damage to their hull and shield at the cost of being. The M66 LRG is a powerful anti-armor weapon that fires 30mm high-density ferrous projectiles at ultra-high velocity. Silveressa Oct 21, 2020 @ 11:19am. Sciira • 6 yr. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. Run Tachyon Lance, 3. Role: Rapid fire. Other than Armor Hardening, it's just the edict to speed up megastructure construction. But on a kinetic weapon that's obviously. With so many different weapon modules to choose from, combined with. First Choice. Noble. What is better for dps? Afterburners modify Combat Speed, not Evasion. 3. The reason why M weapon slots are useless. r/Stellaris. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. Results were similar to the last round. Getting traditions. As part of a synergistic design, Autocannons are a great weapon. Marauder 115N Rapid Railgun: Mauler 104L Autocannon: Mauler 104L Cannon: Mauler 105U Autocannon: Mauler 105U Cannon: Mauler 106S Shot-Cannon: Mauler 106T. I just don't use a rail gun cos having fun with auto turrets n about to build that ship. The 425mm autocannon is the largest medium AC. 5, and range of 120 instead of 250. Torpedo assault carrier is the most balanced ship design. . Damage 34-50. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. Sending in a Demolitions Team using an Army. The other two nanite components the nanite flak battery and nanite repair system scale properly and are. ago. 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. 81 5. ago. I mean, otherwise people would be doing that over games every time. We have 3 basic types, rockets, kinetics and lasers. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. Its understandable since a single system craft is far far more than even ten of thousands titans. Game start, 1PD, 2 lasers. The velocity of these projectiles allows them to penetrate armor at extreme range and with superior penetration to the M512 90mm SBHV cannon used by the M808 Scorpion. 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. 79 + 50% Armor Penetration vs 12. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. This guide is based on Stellaris 1. that is a 325% difference in base DPS before adjusting for modifiers. Useful when you plan to board their ship for looting stealing. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. Small stormfire autocannon- 19. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. At 40 repetitions you have increased the damage by 200%. Which of these tech is better in the long term?Stellaris. 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. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. This weapons is also good vs armor due to being a burst beam. It depends on your target. 75 I do try to make things more interesting in my Mod, for example. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". 7. Costs 900 Engineering; Unlocks Autocannon; Railguns. the fancier plasma/autocannon combo, or the torpedo/missile mixes, or even the disruptors. ago. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Species and leaders traits. How far can a rail gun go? The range of a railgun is related to the speed at which it can fire. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. A guide to Railgun. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. ago. 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). Firstly, if you also have Vanilla Expanded Vikings, get the crypto rifle. Any tips on what situation/role which weapon class wins out?As it says. AC also have higher tracking and lower range. It lacks the bonus to hull damage lasers have. GoldNiko • Space Engineer • 2 yr. Strike craft with [M] and. XL: Lance If it is a straight upgrade (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. As it says. So as long as you have enough of both types you won't have any problem getting. A carrier hanging back for its hangar's range,while having PD and Flak, and a cruiser with long and medium kinetics and lasers sitting at medium range. 63 4. 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. The Carrier computer has two values: It details the ship holds position at 150. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Autocannon Ammunition Autocannon ammunition comes in easily transported magazines. There are many types of modules, each one improving a different aspect of your own ship. The ship design will automatically update with the newer tech. ago. KA + Plasma basically. 61 5. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. Reply. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 82*hull < 7. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. Large broadside battleship. 0) Number of years since game start is greater than 15 (×2. Assume I am using the Tier V. Honestly, I don't even bother with mass drivers at all. It has zero weight and nothing increases it. If you had to choose, which would you put on the majoirty of your ships and defense stations?Nanite Autocannon and Flak. Stellaris Guide. 79 + 50% Armor Penetration vs 12. IguanaTabarnak • 2 yr. The best weapon vrs Armor is. The balance of gatling guns to others might be off. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. 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. 9 Plasma Thrower (40 range, 40. 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. AHostOfIssues • 4 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?Flak + 2x Autocannon PD + 2x Autocannon Both have the swarm computer. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. 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. ago. 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. 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. It is believed that land or ship-based railguns with Mach 6 capabilities have effective ranges of more than 100 miles. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. Legacy Wikis. Original SC from the unmodded game has been converted into the laser SC from this mod. It says to double engagement range. Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. Autocannon diplomacy is so stupid. Legacy Wikis. Maybe as an anchor for your brawler line as a sort of fleet carrier. 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. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. 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. Hello all. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Hull DMG – how much damage it does to structures/hulls. Legacy Wikis. They can be on the outskirts firing while the autocannon corvettes take up the front lines. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. Railgun is starter. When used en masse it can completely overwhelm defenses of most ships in the. they 7. As anti-shield weapon is also better then T3 railgun. Summoning events. . Content is available under Attribution-ShareAlike 3. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 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). 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). 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. This means that there's a 67% chance of the shot connecting and doing damage. Stellaris Ship Design Guide 2023 [3. 1 Autocannon vs. 50 Power: -2. 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. 1. [deleted] • 7 yr. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. 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]. 11 + 100% Armor Penetration vs 15. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Which of these tech is better in the long term?Starfield:Weapons. 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. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". ). is it ideal, who knows, is it perfect, i doubt it but it works for me. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Alternatively use 3x Broadside, and M-size Autocannons + Plasma. 31. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. 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. 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. 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. 2. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. nimdabew. 67. I'd personally consider it one of the best weapons for its slot, honestly. laser, where plasma, where rocket to adapt to. The Disruptor and Autocannon do pair decently with the torp. json. Best Ship Weapon for Hull Damage: KE-49A Autocannon or Vanguard Hellfire Autocannon. 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. It’s because the numbers can be misleading, as the numbers are inflated. 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). New Scenario: Asteroid Armory custom startlevel 1. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. It simply doesn't have the damage output. ago. Other Fun Options. Laser vs Railgun 11. For kinetic weapons, you want a scientist with Propulsion expertise. He is also the dwarf you begin with in the tutorial. the. As it says. Large carrier cruiser. With so many different weapon modules to choose from, combined with. The S slot on NL frigate also happens to be ideal for self. Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts. 7132. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. 000 of disruptor cruisers with the cruisers loosing basically nothing. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. 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). There are many different types of weapons in the Settled Systems to utilize and modify. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. ) then you can check a box that says "Auto Upgrade". Dec 16, 2016. 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. M gives decent range boost so your railguns and autocannons are hitting at similar range. I have a choice of either taking the Railgun or Autocannon tech branches. Null void beam (S, L, M) - can be obtained via researching void. lasers are outgunned by plasmas. 1 giga cannon, 2 artillery, the rest some kind of laser. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. 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. Jump to latest Follow Reply. M90 shotgun. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. Inside your ship, there are three special places for these weapons. I place about 15-20 of each type in my mixed fleets (for a total of 30-40). Disruptors can become quite powerful for a late-game empire that has completed the +5% energy weapon tech repeatable 40 or more times. 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. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. All Discussions. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. Mathematically speaking, you want to replace the 3rd autocannon on your corvette with plasma when the target has defense ratio where approximately 2. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. 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). 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). A tag already exists with the provided branch name. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. 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. We would like to show you a description here but the site won’t allow us. Onward, for science!Railgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. kinetic are outgunned my kinetic artillery. Long ranger weapons sacrifice this for more distance (which does help hit faster targets too) We will look at short. 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. Start doesnt matter because we will research others later - but im always confused here should i use e. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. Autocannons are extremely short range. Both have bonuses to hull, and your DPS is decent. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Efficiency. AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. 79 Badges. ; About Stellaris Wiki; Mobile view Laser vs Railgun 11. 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。. 0 unless otherwise noted. startledastarte • 7 mo. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. Dec 16, 2022. Mega Cannon is the go to choice because it reaches the enemy before other weapons due to X-weapons larger range and kinetic is good against the shields. 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. I decided to compare 4 main types of weapon against each other on same ship designs. Railgun. Flak cannons have actual flak clouds, fighters move as small groups and weave between ships (instead of just circling), projectiles are individual instead of this autocannon's constant "laser" of projectiles that really just looks like a. 1. 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%. Gunner Best Build #4: Hurricane Generalist. Both have bonuses to hull, and your DPS is decent. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. 8 battleship - particle lance and kinetic artillery, even on armor/shield. This was an absolute slam dunk for the battleships, with the cruiser fleet suffering 25-30 fatalities vs average 2 BB lost. Go to Stellaris r/Stellaris. 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. This week’s topic is the combat rebalancing planned for the Stellaris 3. However, point defense occupied P slot that isn’t always available. Armor- 12. Which means most light and medium ships. The range is just awesome. How accurate is the rail gun? The next generation gun is called a rail gun. 3 auto > railgunEndgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Plasma has -75% damage vs shields. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. Autocannons are good on corvettes. M57 Pilum. 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. 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).