stellaris autocannon vs railgun. Oof. stellaris autocannon vs railgun

 
 Oofstellaris autocannon vs railgun Alpha strike is often decisive in Stellaris fleet actions, and giving it up hurts

Hello all. With so many different weapon modules to choose from, combined with. 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. M57 Pilum. -Gatling gun-point defence against missiles and fighters due to high. And yes, it's unintuitive and maybe should be changed. On battleships, late in the game. 0) Number of years since game start is lower than 5 (×2. Set Attacker Offensive Vassals [my three vassals]. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. 75 I do try to make things more interesting in my Mod, for example. The reason why M weapon slots are useless. The Disruptor and Autocannon do pair decently with the torp. 06 3. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. Content is available under Attribution-ShareAlike 3. 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. Stellaris Wiki Active Wikis. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Kinetic Weapons in Stellaris also come in multiple categories. You can also use the lower class ship modules if you have a higher Class reactor. We have 3 basic types, rockets, kinetics and lasers. 03 10. Living Metal and Zro are kinda weird resources because they have very few uses. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Requires an even greater energy supply to fire than a standard railgun. 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. 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. Colossus Project ascension perk. All types of planets. In. Large carrier cruiser. Same reason as above. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. 3 and was established from the information provided in this meta-tech tree:. 58 5. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. The resulting. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 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. This weapons is also good vs armor due to being a burst beam. 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. Autocannon is better imo because it's the only gun besides the Driller's primaries that really effectively deals with the huge hordes of enemies. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. 749. Other Fun Options. Torpedoes fire slowly, and do extra damage based on how big the target is. shields is probably simply due to them firing so fast and shields having no. 0) Number of years since game start is greater than 15 (×2. 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. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. While autocannon is strong one in early fights it's quickly became. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. Autocannons have a longer effective range and greater terminal. kinetic are outgunned my kinetic artillery. Autocannon vs Artillery . I place about 15-20 of each type in my mixed fleets (for a total of 30-40). Lasers are usefull to unlock Tachyon lancers. I use corvettes until battleships are available. Ditch the Tachyon lance unless you're going up against Prethoryn. Start doesnt matter because we will research others later - but im always confused here should i use e. Eventually, I realized it (the cost increase) was because of research. As it says. Getting anomalies. 3. Autocannons are good on corvettes. 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. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. 1 titan - basically the same as battleship setup. Titans. Rail gun ammunition comes as a multipart sabot with as. KA + Plasma basically. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. 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. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. It lacks the bonus to hull damage lasers have. 08 Stormfire Autocannon 5 S 7. Fires ballistic rounds fitted with a proximity fuse. 50, vs Gamma lasers at 6. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. But they are more effective at that with the Torpedo config using the Torpedo Computer (because they can't have Picket, and Line only advances to medium range which is above the range of small guns). 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. rather than rail guns. In addition, while most M weapons are 2x and. I was sad to hear during the stream today that Autocannons wont be changed in 3. 0) Number of years since game start is greater than 10 (×2. Neutron Launchers. ago. M90 shotgun. 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. ago. Round 4, I did 80 destroyers vs the cruisers. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. As it says. 67. In all ways identical to the Perdition Beam, except for the following: costs 45 MAs instead of 6. Small stormfire autocannon- 19. 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. The Word from the Studio. The other two nanite components the nanite flak battery and nanite repair system scale properly and are. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. ) then you can check a box that says "Auto Upgrade". Starfield features various ship-based weapons, and cannons and autocannons are among those. 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. Generally speaking you also want to choose either kinetic, missile or. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. They're strictly superior to railguns when used with torpedos. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. json. 31. 67. Autocannon VS Mass driver. 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. It’s because the numbers can be misleading, as the numbers are inflated. 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. Several runs resulted in total destruction of the cruiser fleet. 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. Content is available under Attribution-ShareAlike 3. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Against shields only and armor only. GoldNiko • Space Engineer • 2 yr. hull: 4. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. The autocannon might be a better burst damage weapon, meaning first strikes are going to be stronger. I think rail guns do better in this situation. 2. 5, and range of 120 instead of 250. Autocannon is +2,281% vs. 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. As it says. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. 1. Railguns now have a Penalty against Shields but literally twice the range of Lasers. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. I have a choice of either taking the Railgun or Autocannon tech branches. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. 000 of Autocannon mercs lost to ~45. Light Needler is not significantly more efficient, and the. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. Stellaris Wiki Active Wikis. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. At 40 repetitions you have increased the damage by 200%. Hull. Dec 16, 2022. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Originally posted by Yang: Lasers are better at generally doing damage, plasma has a bonus when destroying armour. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. This is also a great choice for the Ballistic missile range. They both can work on the hull. vs. 50% PDD+Autocannon+Plasma and 50% Autocannon+Torpedo for majority of game (you need Torps to kill Starbases and Cruiser+) And then Focussed Arc Emitter + 5x L Void Cloud + Admiral that gives +20% weapon range. We’ll begin with an exploration of the goals and intended scope of the changes, and then go into detail regarding what we’ve done. 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。. Jump to latest Follow Reply. 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. AC have a max range of 30 and can only be small. Go to Stellaris r/Stellaris. Railgun is starter. 0 unless otherwise noted. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Sending in a Demolitions Team using an Army. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. 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. I think rail guns do better in this situation. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. 16 Advanced Railgun 4 M 12. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. Dangan PB RF Autocannon. even on the autocannon's worst target it has 40% the effectiveness of plasma. As it says. A tag already exists with the provided branch name. A destroyer or cruiser fleet with great tracking and a plasma/autocannon setup will devastate a corvette screen easily, especially in the early–mid game. 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. Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. You starting weapons should make up the backbone of your fleet throughout the entire game. M45 shotgun. As it says. 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. One hit from this thing can take down anything but the sturdiest mechs. The ship design will automatically update with the newer tech. A railgun (also spelled rail gun) is a linear motor device, typically designed as a weapon, that uses electromagnetic force to launch high- velocity projectiles. 1 giga cannon, 2 artillery, the rest some kind of laser. If so Why don't autocannon (Stormfire pretty quickly) shoot at. Which of these tech is better in the long term?Stellaris. that is a 325% difference in base DPS before adjusting for modifiers. I have a choice of either taking the Railgun or Autocannon tech branches. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. 82*hull < 7. Extremely effective against small grids such as fighters and rovers. It has zero weight and nothing increases it. Tears apart moderately armored vessels and creatures with overwhelming. How accurate is the rail gun? The next generation gun is called a rail gun. Complete list of technologies at Stellaris . XL: Lance If it is a straight upgrade (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. Railgun is a universal turret. 2. phase distruptors suck big time. Sectors can change depending on systems gained. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. 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. You need Flak and Kinetic Artillery and they sit along the kinetic tree. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. 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. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410. r/Stellaris. 4. What is better for dps?Afterburners modify Combat Speed, not Evasion. . As anti-shield weapon is also better then T3 railgun. Round 3 was the same vessels, but with arc emitters. As anti-shield weapon is also better then T3 railgun. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. 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. 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 . they 7. 79 Badges. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. AC also have higher tracking and lower range. M gives decent range boost so your railguns and autocannons are hitting at similar range. Run Tachyon Lance, 3. A great choice for both campers, who like to destroy enemies while hiding far away, and semi-defenders, that always move around the map. I have a choice of either taking the Railgun or Autocannon tech branches. 29 + 100% Armor Penetration vs 12. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. ago. 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. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. Plasma Auto. Autocannon rapid fire question. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. 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. Yes I'm actually talking about the gun called "autocannon". Ship Modules are parts used in the construction of Ships. There are many different types of weapons in the Settled Systems to utilize and modify. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). Damage 34-50. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. 79 6. Species and leaders traits. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Lance is ignored for, well, pretty much the same reason. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. Assume I am using the Tier V. Description. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris Wiki Active Wikis. Lasers are a safer option for general all-purpose use or situations where you can't leverage plasma to its full extent. Neutons in large. 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. Each believe theirs is one true weapon and other is obsolete. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. Two autocannos and a plasma makes them quite good. Torpedoes deal with the armour and autocannon deals with shields. 8. Just remember to only fight at max distance or. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. Oof. The same goes for just about every weapon out there regarding their specialty. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. 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. Inside your ship, there are three special places for these weapons. The 425mm Autrocannon tracking is 33. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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). 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. Honestly, I don't even bother with mass drivers at all. A guide to Railgun. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Is it a per-auto cannon penalty or entire mech? ie Blackjack with twin AC/2's, fire left arm only turn 1, does right arm AC/2 get re-fire penalty in turn 2? I would assume that. Its mostly a. . S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. shields: 1. The Titan is fully loaded with kinetic. Small plasma cannon- 6. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. Physics research area comprises the fields: Computing, Field Manipulation and Particles. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The only difference between the two, damage-wise, is how many levels of specialization you've trained. The disadvantage longer term is that repeatable tech bonuses are split across energy weapons in physics and kinetics in engineering. 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. General Damage is best done bye Gauss Cannons. laser, where plasma, where rocket to adapt to. hull relative to plasma. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2. 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. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. 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. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. It says to double engagement range. Hull DMG – how much damage it does to structures/hulls. The projectile normally does not contain explosives, instead relying on the. 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. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. Content is available under Attribution-ShareAlike 3. 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. 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. [deleted] • 7 yr. Jump to latest Follow Reply. galahad2 said: Whenever realistic space combat is brought up missiles,lasers and railguns have their own passionate fanatical camps. 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. 50 Power: -2. Costs 900 Engineering; Unlocks Autocannon; Railguns. I have a choice of either taking the Railgun or Autocannon tech branches. Max Power – how many power slots from your reactor can be put into the weapon. You could also have PD corvettes, PD-Autocanon-Plasma/Laser. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. 1. Stellaris Wiki Active Wikis. r/Stellaris. 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. Armor bias is due to most high tracking weapons being either shield penerating or kinetic making armor more useful against anything that can bypass the 90% evasion. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. A tag already exists with the provided branch name. Hull- 9. No you can't. Plasma has -75% damage vs shields. 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. " Heavy Autocannon: "Heavy multi-barrel autocannon. 4 mini turrets - I need to look at the current game stats. Kollatius World of insanity, details and knowledge. But they're highly specialized due to their short range, poor accuracy, and uselessness against armor. 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. Hello all. Missiles are handled differently so we will cover those separately. Which of these tech is better in the long term?Starfield:Weapons. AC have a max range of 30 and can only be small. Essentially the PD destroyers swat away the fighters while the artillary does the damage, all of the PD's essentially just tangle up the fighter swarm and they never reach the destroyers in the back firing on the carriers. The range is just awesome. Onward, for science!Railgun Sabot Rail gun ammunition comes as a multipart sabot with as metal jacketed depleted uranium core. 6 fleet composition. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. For some reason, the game really values Corvettes and undervalues Cruisers. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. 6 Setting the range aside, autocannons do **more** damage to armor than regular railguns, and more than 3x hull damage! They're essentially undodgeable against corvettes, too (although most small weapons will hit anyway) UV Laser (40 range, 50 tracking) vs. 16 DPS. 0 unless otherwise noted. lasers are outgunned by plasmas. 35*shields + 1. As part of a synergistic design, Autocannons are a great weapon. 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). 50, vs Gamma lasers at 6. 5 instead of 25. 75 vs. GoldNiko • Space Engineer • 2 yr.