stellaris autocannon vs railgun. ISBN: 9781250854124 . stellaris autocannon vs railgun

 
ISBN: 9781250854124 stellaris autocannon vs railgun Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work

Moving on to the cruisers, cruisers are in a bit more difficult of a spot. Start tracking progress. All codes for the game: The main list. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. I have a choice of either taking the Railgun or Autocannon tech branches. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 84 10. ISBN: 9781250854124 . What is better for dps?Afterburners modify Combat Speed, not Evasion. Turret • KE-42A Autocannon • KE-49 Cannon • KE-49A Autocannon • Marauder 114ANC Railgun • Marauder 114ANC Rapid Railgun • Marauder 115N Railgun • Marauder 115N Railgun. hull: 4. 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. 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。. Fires ballistic rounds fitted with a proximity fuse. Lasers, missiles and railguns all have their individual strengths and weaknesses. We have 3 basic types, rockets, kinetics and lasers. The flagship of the future that encompasses both artillery and pilotingWhich is better depends on the target. a ship poped out of its guts and I can see it has Stormfire autocannon on a Large slot. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. They are commonly found mounted in pairs, increasing their overall destructive potential. As it says. I think rail guns do better in this situation. After the shields have been taken down, you can use this weapon to deal the maximum damage to the opponent. 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. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. 41 5. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. 67. 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. 81 5. Core Cracking. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. As anti-shield weapon is also better then T3 railgun. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. 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. Spinal Mount weapons are amongst the most powerful in Stellaris, but which is the better weapon to place in our X slots? Should we use tachyon lances? how ab. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. KE-31A Autocannon is a Weapon. These skills will be important for PvE and PvP combat unless your character is purely specialized in drones or missiles. The best ballistic auto turret of all belongs to the Shinigami Jishaku series. Torpedoes fire slowly, and do extra damage based on how big the target is. AC have a max range of 30 and can only be small. 6 fleet composition. Cruisers lost hard. I have a choice of either taking the Railgun or Autocannon tech branches. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. For M, S and L slots separately. While autocannon is strong one in early fights it's quickly became obsolete. #1. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. The point of them is to put on corvettes in the mid/late game so that battleships have an answer other then "more battleships", but the ai in 2. 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. A decent monoculture vs AI = Battleship with Spinal Arc Emitter at the front and Hangers at the back with disruptors everywhere on the weapon. M45 shotgun. 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. Large carrier cruiser. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". 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. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. 1. . (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. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Autocannon & Plasma Cannon series. -Gatling gun-point defence against missiles and fighters due to high. DPS is through the roof, hence why the fleet power with them is so high. Which of these tech is better in the long term?Autocannon [edit | edit source] Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. This massive burst of hull damage means retreat is unlikely and neutron. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Generally speaking you also want to choose either kinetic, missile or. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 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. KA +. 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. Physics research. 0) Number of years since game start is greater than 10 (×2. 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. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. 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. laser, where plasma, where rocket to adapt to. 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. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. When choosing a reactor the first thing to consider is which class of ship you want. Thread starter Masked Ermine; Start date Aug 13, 2021; Jump to latest Follow Reply Menu We have updated our. But, for the late game, the energy torpedo and lacers absolutely outmatch the kinetic battery in performance. Autocannon is +2,281% vs. Hull. The Dual Heavy Beam Laser tracking is 1. Costs 900 Engineering; Unlocks Autocannon; Railguns. This guide is based on Stellaris 1. Any tips on what situation/role which weapon class wins out?1. No you can't. Torpedoes fire slowly, and do extra damage based on how big the target is. 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 . Yes I'm actually talking about the gun called "autocannon". ago. 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 know is a stupid question but, what weapon from the ones I mentioned is better in what. 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. They make your ship strong and able to move well in space fights. Costs 900 Engineering; Unlocks Autocannon; Railguns. As it says. I almost always prioritize rail/coil guns and mega/giga cannons. 58 5. 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. 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). 63 4. shields is probably simply due to them firing so fast and shields having no. The range is just awesome. phase distruptors suck big time. ; About Stellaris Wiki; Mobile viewAutocannon. They can protect your battleship fleet from torpedo corvettes. +50% of a very low number is still a low number. Max Power – how many power slots from your reactor can be put into the weapon. nimdabew. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. New Scenario: Asteroid Armory custom startlevel 1. I almost always. As for Plasma and Laser, I think Plasma is just an upgraded anti-armor weapon with greater range but poorer accuracy and higher armor. Cheats. Each weapon (excluding melee weapons and throwables) also has a damage type, which includes Ballistic, Laser, EM (electromagnetic) and Particle Beam. startledastarte • 7 mo. They can be on the outskirts firing while the autocannon corvettes take up the front lines. At 40 repetitions you have increased the damage by 200%. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. So if your wars are with vettes & few destroyers - it will shine. Their main. 0 unless otherwise noted. Jump to latest Follow Reply. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2. Any tips on what situation/role which weapon class wins out?As it says. Both have bonuses to hull, and your DPS is decent. 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). Assume I am using the Tier V. As a fleet 3. laser, where plasma, where rocket to adapt to. Now Flak: It deals avarage 6 damage per shot, reload in 0. 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. Getting anomalies. 2 kinetic, 1 laser, 2 shield, 1 armour corvette. As it says. Requires an even greater energy supply to fire than a standard railgun. 25 with a +300% bonus (so basically 10 average damage) vs shields, but it is -25% for armor and hull, and seems best used to take advantage of its ludicrous weapon range. 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. The Dual 425mm Autocannon tracking is 5. Heavy Railgun: "Large diameter railgun with formidable stopping power. XL: Lance If it is a straight upgrade (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. The dual 180mm autocannon has better tracking and a faster rate of fire than the 425mm autocannon and this also true for other turrets like the Quad light beam laser vs the Focused medium beam laser. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. For M, S and L slots separately. 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. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. I'd personally. What is better for dps? Afterburners modify Combat Speed, not Evasion. 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. Missile Weapons: Deals an equal amount of damage to their hull and shield at the cost of being. that is a 325% difference in base DPS before adjusting for modifiers. 24 , 24. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. The only exception is when you’re countering something specific. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-ArmourL gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. 7, but I hope the developers will listen to this and do something about it in 3. Extremely effective against small grids such as fighters and rovers. Against shields only and armor only. The ship design will automatically update with the newer tech. Legend : Brawler : Weaponry based of autocannon and plasma. 4. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. 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. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. AC also have higher tracking and lower range. I'd personally consider it one of the best weapons for its slot, honestly. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. Stellaris Wiki Active Wikis. 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. 18 3. 79 in or more) armour-piercing, explosive or incendiary shells, as opposed to the smaller-caliber kinetic projectiles ( bullets) fired by a machine gun. Gunnery skills let you use EVE's four varieties of turret (energy, hybrid, projectile, and precursor) and make those turrets more effective. AC have a max range of 30 and can only be small. 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. Assume I am using the Tier V. 16 Advanced Railgun 4 M 12. 79 + 50% Armor Penetration vs 12. 8. Stellaris' recent 3. That’s it. A guide to Railgun. 75. ; About Stellaris Wiki; Mobile view Game start, 1PD, 2 lasers. 5 instead of 25. Railguns now have a Penalty against Shields but literally twice the range of Lasers. Corvettes with Autocannon, double plasma mounts are ok. Strike craft with [M] and. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. To be completely serious: no Lasers are not meta. The starting default machine guns, the Autocannon is the weapon you start out. Kinetic weapons being good vs. Player is normally able to fit those only on Small slots. I was sad to hear during the stream today that Autocannons wont be changed in 3. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. As it says. 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. Large broadside battleship. The Jishaku Nd RF is especially deadly, considering the fact that you can build. It simply doesn't have the damage output. Short range weapons are better DPS and are more able to hit smaller and faster targets. GoldNiko • Space Engineer • 2 yr. 3 auto > railgun Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. The M66 LRG is a powerful anti-armor weapon that fires 30mm high-density ferrous projectiles at ultra-high velocity. Rail guns get through the shields faster and can help the missiles deal with the armour as well. 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. That means you absolutely have to use long-ranged weapons, since short-range and mid-range will put you in a. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. 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). There are many types of modules, each one improving a different aspect of your own ship. Hello all. M90 shotgun. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Maybe as an anchor for your brawler line as a sort of fleet carrier. Its DPS is 4. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. The resulting. research_technology [technology ID]. Which of these tech is better in the long term?Starfield:Weapons. Legacy Wikis. Data:Technology/tech nanite autocannon. I decided to compare 4 main types of weapon against each other on same ship designs. kinetic are outgunned my kinetic artillery. Kollatius World of insanity, details and knowledge. 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. The fleet will still be armor tank due to NL deal little damage to small targets and CQC using autocannon still gets hard countered by armor. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. 99 DPS. CL Loadout = Five slots of [M] Mass Driver/Coil Gun/Rail Gun and two slots of Mass Driver/Coil Gun/Rail Gun or Autocannon* 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. 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. 43 Advanced. Any tips on what situation/role which weapon class wins out?Stellaris Wiki Active Wikis. 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. Report. You starting weapons should make up the backbone of your fleet throughout the entire game. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. [deleted] • 7 yr. 50, vs Gamma lasers at 6. The ratio of hull vs armor and shields does also drop off before you get into repeatables. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Reply. It lacks the bonus to hull damage lasers have. Honestly, I don't. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. 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. Light Needler's competitor, Railgun, is simply too good. This weapons is also good vs armor due to being a burst beam. 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. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. ) then you can check a box that says "Auto Upgrade". The only drawback would be overkill, which is only an issue if you're facing a manhunting pack of ducks or something. 8. . Damage 34-50. This build works well in most cases, from close to long-range enemies such as menaces and spitball infectors. Autocannon diplomacy is so stupid. Any tips on what situation/role which weapon class wins out?Stellaris. 2 and I'm wondering what the optimum fleet mix is and the best weapons. Lasers are usefull to unlock Tachyon lancers. 50, vs Gamma lasers at 6. Original SC from the unmodded game has been converted into the laser SC. As anti-shield weapon is also better then T3 railgun. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. I mean, otherwise people would be doing that over games every time. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Gauss do more DPH and have less penalty hitting armour. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. I just don't use a rail gun cos having fun with auto turrets n about to build that ship. . Long range turret. 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. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. Kinetics. Well it depends largely upon what combat role you wish to serve in EVE. is it ideal, who knows, is it perfect, i doubt it but it works for me. Stellaris Wiki Active Wikis. Hello all. Stellaris. I have a choice of either taking the Railgun or Autocannon tech branches. Titans. The way I imagined it was that you'd have energy weapons with a small bonus vs hull + armor (solid material defense) and ones with a more substantial bonus vs shields (energy / electromagnetic field defense). 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). So here we get a CtH of 75 - 8 = 67%. The disadvantage longer term is that repeatable tech bonuses are split across energy weapons in physics and kinetics in engineering. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Where as if you equip Regen Hull Tissue 1 slot is 3 HP per day, and 2. rather than rail guns. ) then you can check a box that says "Auto Upgrade". Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. Starfield features various ship-based weapons, and cannons and autocannons are among those. There are four types of weapons: Laser Weapons: Damage enemy ship’s shield. 08 Stormfire Autocannon 5 S 7. 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. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. If. There are many different types of weapons in the Settled Systems to utilize and modify. 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. 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. The basic kinetic weapon in Stellaris is a mass driver, a far more powerful weapon than conventional kinetic weapons we use today. 3. And. 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). Ship AI in stellaris is fairly smart. 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. phase distruptors suck big time. Do I have all the above right? If its something different than the wiki should be updated for clarication. With so many different weapon modules to choose from, combined with. Stellaris Guide. It depends on your target. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. At least late game. Plasma Auto. UNRS Voyager has atomic torpedoes and multi-barreled autocannon, with the Space Marines armed with machine guns and (albeit nuclear-powered) flamethrowers. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. As it says. 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. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 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. KE-20A Autocannon is a Weapon. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. The coilgun has an accuracy of 75%. Start doesnt matter because we will research others later - but im always confused here should i use e. Gauss do more DPH and have less penalty hitting armour. 7. 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. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. ). Autocannons are basically kinetic's version of plasma weapons - even stronger against shields than railgun, and even gets bonus damage to hulls, but weaker against armor in exchange. So as long as you have enough of both types you won't have any problem getting. 54, 29. 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. Efficiency. Jump to latest Follow Reply. vs. Autocannon vs Railgun is more up for debate for S and M. 1 Autocannon vs.