Stellaris autocannon vs railgun. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Stellaris autocannon vs railgun

 
 Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different partStellaris autocannon vs railgun Stellaris Guide

Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. 84 10. At 40 repetitions you have increased the damage by 200%. Mathematically speaking, you want to replace the 3rd autocannon on your corvette with plasma when the target has defense ratio where approximately 2. The Disruptor and Autocannon do pair decently with the torp. The Jishaku Nd RF is especially deadly, considering the fact that you can build. The design I'm currently leaning towards is Torpedo/Strike Craft/Autocannon Cruisers. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. 8. We would like to show you a description here but the site won’t allow us. 58 5. Stellaris Wiki Active Wikis. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. 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. Autocannons are extremely short range. Player is normally able to fit those only on Small slots. Technology. This page was last edited on 14 October 2017, at 10:52. Kinetic Artillery is the best Large kinetic weapon period. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Try it out in the Ship Designer. They're strictly superior to railguns when used with torpedos. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. One hit from this thing can take down anything but the sturdiest mechs. . 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. There are 5 designs that are "optimal". We have 3 basic types, rockets, kinetics and lasers. Stormfire autocanon in Large slot? Thread starter MarKr; Start date Jan 27, 2019; Jump to latest Follow Reply Menu. You need a Class C reactor if you want to use Class C ship modules. kinetic are outgunned my kinetic artillery. Jump to latest Follow Reply. 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. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. From my understanding, Autocannons have a higher fire rate than Mass Drivers and the larger version ignore armor instead of having anti-shield capabilities (though they have no penalties against them). Shield DMG – how much damage it does to shields. Gigacannon outclasses kinetic artillery in DPS and range unless you're going up against. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. M57 Pilum. Gauss do more DPH and have less penalty hitting armour. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Torpedo corvettes with autocannon. You need Flak and Kinetic Artillery and they sit along the kinetic tree. AC have a max range of 30 and can only be small. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. The AI and ship auto-generator even mix and match the new weapons with vanilla weapons on their own. The 425mm Autrocannon tracking is 33. If you don't have either, try and get them ASAP. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. Run Tachyon Lance, 3. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. 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. KE-31A Autocannon is a Weapon. GoldNiko • Space Engineer • 2 yr. Gauss Cannons have longer range and can be small, medium or large. Creating ships. | VirgiliusM 于8个月前 修改了 此页面。. I see the stats and sometimes I think railgun is better than autocannon or that basic laser is better than plasma launchers. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Autocannon is +2,281% vs. 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. (Technically the Engineer's secondaries can deal with crowds too but their low ammo makes them inconsistent when the game throws a lot at you at once) Both the Revolver and BRT7 can both be fined. Any tips on what situation/role which weapon class wins out?As it says. Start tracking progress. 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 giga cannon, 2 artillery, the rest some kind of laser. However, point defense occupied P slot that isn’t always available. 82*hull < 7. Any tips on what situation/role which weapon class wins out?Assume I am using the Tier V. It does a mixture of explosive and kinetic damage, a little. Role: Rapid fire. 4. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. Long range turret. Both have bonuses to hull, and your DPS is decent. Dec 16, 2022. As it says. 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]. Do I have all the above right? If its something different than the wiki should be updated for clarication. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Well it depends largely upon what combat role you wish to serve in EVE. It depends on your target. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. 0 unless otherwise noted. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. This massive burst of hull damage means retreat is unlikely and neutron. Railguns however, are arguably the best weapon in the game, although they really only work good in the front and rear turrets due to the angles. but Laser + Autocannon or Plasma + Null Void is better. is it ideal, who knows, is it perfect, i doubt it but it works for me. Best Ship Weapon Overall: Atlatl 280C Missile Launcher. 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. I stick to Corvette spams until I can make Tesla Battlecruisers. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. 31. The ship design will automatically update with the newer tech. The Disruptor and Autocannon do pair decently with the torp. Report. 29 + 100% Armor Penetration vs 12. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. startledastarte • 7 mo. UNRS Voyager has atomic torpedoes and multi-barreled autocannon, with the Space Marines armed with machine guns and (albeit nuclear-powered) flamethrowers. Wszystko Dyskusje Zrzuty ekranu Prace graficzne Transmisje Wideo Warsztat Aktualności Poradniki Recenzje Stellaris > Dyskusje ogólne > Szczegóły wątku. Gunship : Stern S size weaponry giving +1 Utility (perfect for +1 afterburner)The mauler 104L Autocannon is a good one, I installed on the Shielbreaker ship and it deals with pesky spacers fast. Neutons in large. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. See Armor page for details of beam vs armor. 50 Damage: 5-10 Shield Damage: 100%. 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. Any tips on what situation/role which weapon class wins out?As it says. 16 DPS. Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. As it says. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. 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. Now Flak: It deals avarage 6 damage per shot, reload in 0. 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. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. With so many different weapon modules to choose from, combined with. Shields- 1. Extremely effective against small grids such as fighters and rovers. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. 97 Lance vs Kinetic 16. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. Tears apart moderately armored vessels and creatures with overwhelming fire. 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. Other Fun Options. 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). a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. 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. Assault cannons are better against stationary targets such. Mono-cruiser fleets are totally viable. As it says. Efficiency. 6 Fleet Meta Prediction. 1 czerwca 2020 o 0:36 Why do you have to use strike craft to use point defence? I don't get it, it would be so much better if you could just add a guardian or flak to any. Laser vs Railgun 11. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 0 unless otherwise noted. This advice has revolutionised my fleets. 6*armor, which is usually true! AC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. This page was last edited on 15 May 2016, at 13:01. The range is just awesome. 76 Rare Crystals, penalty vs. Lasers, missiles and railguns all have their individual strengths and weaknesses. 99. So one is for evasive and fast ships, the other for big broadsiding ranged ones. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. JVendin • 6 yr. ) then you can check a box that says "Auto Upgrade". There are many different types of weapons in the Settled Systems to utilize and modify. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. If you tech up missiles, throw an autocannon with em. Railgun is starter. While autocannon is strong one in early fights it's quickly became obsolete. You. Ship Modules are parts used in the construction of Ships. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. 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. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. 5 instead of 25. 24 , 24. So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. IguanaTabarnak • 2 yr. Content is available under Attribution-ShareAlike 3. If. But because the range is abysmally short, they are useful only in the player’s hands, on dedicated ships designed to fight in close quarters. M90 shotgun. Their role is to sprint to the enemy, intercepting any missiles / strike craft along the. “R” key once you get a lock-on. Noble. 5, and range of 120 instead of 250. Stellaris Wiki Active Wikis. [M] and weapons only. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. r/Stellaris. From its donning of the title "Fear Machine" to its invaluable use in today's clan systems, Railgun has certainly had its uses, proving time and time again that it is not a weapon to be underestimated. I have a choice of either taking the Railgun or Autocannon tech branches. 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. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. 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. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Go to Stellaris r/Stellaris. Plasma has -75% damage vs shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 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). Torpedoes fire slowly, and do extra damage based on how big the target is. hull relative to plasma. 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. 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. If you don't have either, try and get them ASAP. Legend : Brawler : Weaponry based of autocannon and plasma. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. I have a choice of either taking the Railgun or Autocannon tech branches. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. 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. Kinetic weapons being good vs. Start tracking progress. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Im new stellaris player, and as i somehow managed to know basic/mid mechanics of the game theres one thing that keeps me wondering - weapons. 08 Stormfire Autocannon 5 S 7. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. phase distruptors suck big time. 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. 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. Also crystal infused/forged plating can add to hull. ago. Eisenblume • 7 yr. 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. The only exception is when you’re countering something specific. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. ImperialForce9 Jan 15, 2022 @. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. " Auxiliary Hardpoint Weapons: Auxiliary Light. · 5 yr. 81 5. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. I have a choice of either taking the Railgun or Autocannon tech branches. they 7. Costs 900 Engineering; Unlocks Autocannon; Railguns. Im new stellaris player, and as i somehow managed to know basic/mid mechanics of the game theres one thing that keeps me wondering - weapons. 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. Short range weapons are better DPS and are more able to hit smaller and faster targets. I have a choice of either taking the Railgun or Autocannon tech branches. 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. This means that there's a 67% chance of the shot connecting and doing damage. phase distruptors suck big time. In. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. Tears apart moderately armored vessels and creatures with overwhelming. For some reason, the game really values Corvettes and undervalues Cruisers. As anti-shield weapon is also better then T3 railgun. I mean, otherwise people would be doing that over games every time. Though L slots can take either if youre making aggressive ships and don't want to dump. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Corvettes with Autocannon, double plasma mounts are ok. Barrage is useful if you're fighting at long autocannon range, and Hail is useful to deal extra damage against targets which are easier to hit. Utility slot should be set to Afterburners for maximum speed. This weapons is also good vs armor due to being a burst beam. Missiles are handled differently so we will cover those separately. The Dual Heavy Beam Laser tracking is 1. Autocannon vs Railgun is more up for debate for S and M. And yes, it's unintuitive and maybe should be changed. General Damage is best done bye Gauss Cannons. I almost always prioritize rail/coil guns and mega/giga cannons. Silveressa Oct 21, 2020 @ 11:19am. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. Legacy Wikis. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 50, vs Gamma lasers at 6. Gauss Cannons have longer range and can be small, medium or large. Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them. The resulting. Stellaris Wiki Active Wikis. Stellaris Ship Design Guide 2023 [3. 75 vs. 03 10. 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. If you had to choose, which would you put on the majoirty of your ships and defense stations?The Gunner is one of the four playable dwarves of Deep Rock Galactic. The temptation to for bigger caliber weapons only magnified their penalties. 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. Any tips on what situation/role which weapon class wins out?First of all, shields daily hull regen is +1. The only Ray Gun we see is a cumbersome crew-served. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. Both have bonuses to hull, and your DPS is decent. 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. 6 fleet composition. At least late game. plasma meanwhile has 5% of the effectiveness of. Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* CC::Command Cruiser Class. shields of -50% instead of -25%, bonus vs. 2. And yes, it's unintuitive and maybe should be changed. Hull- 9. 0) Number of years since game start is greater than 15 (×2. However, the damage modifiers used will be those from my Refined Weaponry mod and will differ a bit from the unmodded game. Living Metal and Zro are kinda weird resources because they have very few uses. KE-20A Autocannon is a Ship Module in Starfield. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. I have a choice of either taking the Railgun or Autocannon tech branches. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. I'd personally. You starting weapons should make up the backbone of your fleet throughout the entire game. While autocannon is strong one in early fights it's quickly became. 54, 29. Neutron Launchers. armor: 5. It's pure evil! I almost never use autocannons but I usually research them pretty quickly to get to flak. Large carrier cruiser. Which of these tech is better in the long term?Stellaris. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. I just don't use a rail gun cos having fun with auto turrets n about to build that ship. ). The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. 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. ago. 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. Their main. Autocannon VS Mass driver. When choosing a reactor the first thing to consider is which class of ship you want. 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. There are many types of modules, each one improving a different aspect of your own ship. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. • 3 yr. Summoning events. M49 Vulcan. The same goes for just about every weapon out there regarding their specialty. Starfield features various ship-based weapons, and cannons and autocannons are among those. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. 3. There are 4 main weapon types - Lasers, Railguns, Cannons, and Missiles. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Lasers would look for ships without shields and prioritize them, etc, etc. M gives decent range boost so your railguns and autocannons are hitting at similar range. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. Light Needler's competitor, Railgun, is simply too good. 000 of disruptor cruisers with the cruisers loosing basically nothing. Try it out in the Ship Designer. Any tips on what situation/role which weapon class wins out?Stellaris. Autocannon. 2 Armor - 1 Shield, add more shields if the enemy is doing Autocannon-Corvettes A-Slots: 1 Afterburner Rest: Best possible components with cheapest possible reactor Extra notes: Completely destroys enemy small ships even if. I've read a lot of different things and some of it seems dated and contradictory. 97 Lance vs Kinetic 16. Which of these tech is better in the long term?You cannot exceed 100% accuracy on your ships. Maybe as an anchor for your brawler line as a sort of fleet carrier. Autocannon rapid fire question. I'd personally consider it one of the best weapons for its slot, honestly. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Do I have all the above right? If its something different than the wiki should be updated for clarication. lasers are outgunned by plasmas. ago. [deleted] • 7 yr. 749. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. 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?KE-31A Autocannon is a Ship Module in Starfield. Useful to destroy the enemy ships and get rid of them. Cruisers lost hard. Then targeted hit on engines before boarding. 79 + 50% Armor Penetration vs 12. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. 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. 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. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. Torpedo assault carrier is the most balanced ship design. Note that only Tech 2 autocannon can load Tech 2 ammunition. 2. As it says. [1] [4] [5] The M66 has a power draw of 8 megajoules. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 50 Power: -2. Kollatius World of insanity, details and knowledge. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. The most extreme example is the "flying telephone pole", the 50 mm BK 5 for the Me-262 and Me-410.