The autocannon is quite nice, but power hungry. You can up your tracking game with Auxiliary Targeting Computers and setting your ship's Combat Computer to "Picket" over computers. You definitely need something to tank, due to minimum range and firing arc. 25) Has Discovery Traditions Tradition (×0. - Biological weapons and armors. Aug 13, 2021. It's twice as efficient as regenerative Hull. 5 Stellaris Tech Id List – J to P. Roughly, my ratio has been 1-2-4-8. Mining Drone Lasers are 20/15/-. 2. Below is our complete list of the Technology IDs for Stellaris. You can do mix fleet with: Corvette PD + auto cannon + laser or disruptors Destroyer PD + missiles + Flak + PD or disruptors Cruiser Dev Torp + 4S Autocannon Laser + PD Hangar BB FAE + M whirlwind missiles + Hangar or switch for PD missiles and hangar Some are talking about Tachyon + Kinetic Artillery. 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. " Stellaris Mods Used: Extra Ship Components 3. They're still pretty much the shortest ranged weapons aside from Mining Drone Lasers and Point Defense, though. Source: Stellaris wiki. 8 "Gemini" update and the Galactic Paragons expansion. Stellaris has too many macro-level setup implications that change what is or is not meta from galaxy generation. 3. It also increases the amount of attachments an army can have to 3, and the max armies per. If you tech up missiles, throw an autocannon with em. Explorer (Subclass) subclass_scientist_explorer. X branch. Autocannons Aside from the poor range, is there a reason to use any other weapon? their DPS advantadge is massive. Maybe like 1 third auto cannons and 2 thirds rails, since the autocannons are gonna get real close and the bulk of fleet is gonna be ranging from a distance. The Best end all weapon combination is 50% Disruptor 3 and 50% Plasma3. com This is what the wiki says about how each part of diplomatic power is calculated. 3. Also; they can just retreat their fleets and save 90% of their ships heal up and go again. Award. Right now they really aren't worth using given how much they hamper your ability to rebuild fleets. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In the little windows to the left, you should see some silhouettes. Flak + 2x Autocannon PD + 2x Autocannon Both have the swarm computer. Description. ; About Stellaris Wiki; Mobile view 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. I decided to compare 4 main types of weapon against each other on same ship designs. As is custom when Stellaris updates, I've started a forum thread to track mods that have been updated to be compatible with 3. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. 6 combat rebalance update. Game start, 1PD, 2 lasers. Inadequis. Use the "Table View" and "Card View" buttons to change the way the codes are displayed. Line computer looks worse than it is if you don't know the kind of weird way that Stellaris computes to-hit chance (Inaccuracy is an additive - not multiplicative - miss. Plasma or Lasers. 6 and some little future nuggets. 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。. 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. Stellaris Real-time strategy Strategy video game Gaming. For example, when you scan the scraps of a battle, you get ~10% towards something you don't have. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. This is your advance. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. ~32. For sure I'm doing something wrong but for me it's just impossible. Claims cost influence. If you are talking about the big flak components, these are indeed part of the autocannon tech tree. edit: It does seem to have very rare weight according to "techweights phy" command once you have access to tier 2 tech. Or with. Picket Destroyers alone cannot stop a carrier, they will lose the fight and inflict some damage but nothing to crazy. When shields are gone torpedoes should have finished armour too. 1. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Is that for RP purposes or would Memorialists be OP when stacked with other genocidal empire features? Stellaris Real-time strategy Strategy video game Gaming. For M, S and. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. 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). Against shields only and armor only. | VirgiliusM 于8个月前 修改了 此页面。. - Gravitic weapons. Well. I usually run 2x autocannon and 1x plasma on my corvettes. Here are the complete notes for Stellaris 3. Flak + 2x Autocannon PD + 2x Autocannon Both have the swarm computer. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Content is available under Attribution-ShareAlike 3. They can be found in special predetermined systems and rival moons in size and mass. ; About Stellaris Wiki; Mobile view Full Disruptor fleets can be a thing, but the issue is raw DPS. 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. When no enemy in desired range, then the ships will attempt to gain range. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. Masked Ermine. Click it and it will create a new sector that also incorporates all inhabited bodies within four jumps I believe. That's until the enemy has PD in any decent number. That's a sign you need better hull-damage weapons, and more of them. 0 unless otherwise noted. The best weapon vrs Armor is Plasma 3. For example if your colony was within 4 direct jumps of your homeworld but you didn't control the direct route but a longer. Rail guns get through the shields faster and can help the missiles deal with the armour as well. 8. Look at your unmodified (so before Galactic Community resolution bonuses or Supremacist stance) diplomatic weight from fleet power and multiply by 40, and you'll get the combined fleet power of your entire armada (rounded off to increments of 40). Jump to latest Follow Reply. This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles. Probably has something to do with an L-Cluster outcome, and it's also. This mod works well on it's own, but is intended to be used alongside two of my other mods: Refined Weaponry and. So you get a bit of 'overall coverage' so at least nothing will just easily hard counter it. Currently 2 computers try to get inside the minimum range. Before 3. For M, S and L slots. The Autocannon is quite good in isolation, the issue is that there just aren't any good short-ranged anti-armor weapons to complement it. Nup can still slug up - -40 stability on all planets for 10 years, only way I kept power was spamming precincts and strongholds, and supplementing my economy with alien slave labour. r/Stellaris. Drag the silhouette of whatever ship type you want to move from one fleet to the other. Jump to latest Follow Reply. 2. 54, 29. In 3. It's spitting out fleets with 30K power. Gigastructural Engineering Version 3. Stellaris offers players the opportunity to encounter various wonders of the galaxy, from anomalies to archaeological sites, while building their empires. json. Mono-cruiser fleets are totally viable. Start doesnt matter because we will research others later - but im always confused here should i use e. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. Or perhaps something like "choose which tech you want to research at most, and your scientist will choose each tech required for that (or. Without further ado, here is Stellaris official patch notes. Things You Need To Know Before Starting Stellaris. While plasma cannons get larger bonuses than autocannons, this is not even close to making up for the lack of damage. Finally, in terms of battle, stellaris is not very punishing. So, I made Cruiser design with only M slots (Broadside MM\MMM\M) and filled them with. I'm playing Stellaris for the first time and having hard time with an L gate. - Biological weapons and armors. Also for the autocannon fleet you might want to make it a mix ratio of rails too. Toggle signature. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. Full Disruptor fleets can be a thing, but the issue is raw DPS. In a 130 fleet size (which is standard at this phase. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. Thread starter Sutopia; Start date Oct 12, 2022; Jump to latest Follow Reply Menu We have updated our. Additionally, each of the. This page was last edited on 15 June 2018, at 07:01. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. 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. but Laser + Autocannon or Plasma + Null Void is better. The nanite fighters are shield penetration 100% & armor penetration 66%, but it's tracking is 0%. phase distruptors suck big time. 4 patch. So if your wars are with vettes & few destroyers - it will shine. 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. Railguns still are useful if you stick them on. I'm currently researching torpedoes so I was thinking of adding one class of torpedo boat and then back them up with autocannon armed ships. If your shields and armor can take it, good. Jump to latest Follow Reply. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. :Find a L-gate. Related. I think the main question is: is 2x autocannon 1x plasma better than just mass missiles on your corvettes? Because if it isn't, then the autocannons and plasma throwers are just wasted research. 4: C6 Species Portraits; Dev Clash 2022 Prescripted Empires; Occupied Resources; UI Overhaul 1080p Plus; UI Overhaul Dynamic; Gigastructural Engineering & More (3. I was sad to hear during the stream today that Autocannons wont be changed in 3. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. 25 / ×2. . Focuses on lasers with a single mass driver/autocannon to deal with space monsters and ships with weak shields. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). Mid-Late game look at Autocannon + Missile Corvettes and Giga Cannon + 2x Kinetic Artillery + 2x Proton/Neutron Launcher Battleships as your two fleet types. RickusRollus • 10 mo. You'd need a completely absurd number of repeatable techs for that to be viable though (honestly, the year 3000 is probably a low estimate). Being slaves by choice? I can see that if being a slave is all they've ever known; but…Make sure you equip them with small weapons that are high on tracking so that you can lock on and hit them. They are commonly found mounted in pairs, increasing their overall destructive potential. Fleet power is a rough example of how strong a fleet is. 000 of Autocannon mercs lost to ~45. So one is for evasive and fast ships, the other for big broadsiding ranged ones. Which of these tech is better in the long term? Autocannon branch is purely anti. 6 Arc was only a bit weaker then the other popular artillery battleships, and it was because Arc had no synergy with L slots. Longswords and Broadswords with Autocannon, light missile and heavy missile variants. 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. Survey Systems - will survey. 8. I posted a bug report on the Stellaris forums. 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. They're strictly superior to railguns when used with torpedos. As a fleet 3. Nanite Autocannon and Flak. And the look pretty cool pew pew) M: Plasma (The autocannons of corvettes and the KA ripped of the shields so the plasma can hit hard) L: 50/50 KA and Neutron Launchers. Component. Either way its not possible to actually quantify as the average yield or whether it's a unique yield of weaponry. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. Make them significantly better if we're meant to have a limited quantity. Consumes power. 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. Only has G slot chassis. The range is just awesome. I've got a smattering of point defense destroyers, but mostly split between kinetics/disruptors and all plasma. I am ~400h in Stellaris and still really luck of understanding all weapon types use-cases. | VirgiliusM 于8个月前 修改了 此页面。. 3. You. 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. If your shields and armor can take it, good. This might eliminate ship clutter and allow the fleets to engage easier. yeah I'm in a huge war with 2 30k fleets up in the north, unbidden crisis just started? It seems pretty early. Autocannon corvettes will wreck the missile corvettes or even just disruptor corvettes. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Data:Technology/tech nanite autocannon. 3. SpecOps, Modified SpecOps, Psi Spec Ops, Atmospheric Strike Craft, Aerial Gunship Squadrons, Suicide Squads, Light Amoured Battalions, Tank Divisions, Mech Warrior Units and Atmospheric Cruisers. I place about 15-20 of each type in my mixed fleets (for a total of 30-40). Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. Best. Colossus Project ascension perk. Kinetic Weapons in Stellaris also come in multiple categories. Added Armor Hardening and Shield Hardening modifiers, which. April 22, 2019 Travis Scoundrel 0. Technology. Information from today's Dev stream about 3. Jul 7, 2021. ). By that time, the crusader slugs a. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. lasers are outgunned by plasmas. for comparison Small stormfire autocannon- 19. May 22, 2016 @ 5:48am Plasma, Lasers and Disruptors. Devastator Torpedo / Autocannon Cruiser the short-range brawler cruiser has superb damage output and can absolutely tear through enemy fleets. Autocannon. I've spent 200+ hours coding huge amounts of content into overhauling what distant. Sectors can change depending on systems gained. Ships in Stellaris basically only understand "towards", they can't move "away" from a thing. In today’s latest entry - number 18 - Paradox focus on the good stuff: the shooty-bang-banging equipment you’ll be tacking onto your space. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. I'll add other modders' stuff that I like whenever I have time to try it. 8 “Gemini” here ! The galactic council is vast and full of personality! Galactic Paragons expands the Council mechanic, allows leaders you command to amplify your empire's vision, adds additional civics, and much more. The autocannon is one of several ship weapons available for militarized spaceships. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. 1 the first in the 3. 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. g. Scourge missiles are good against armor and hull and slightly better against point-defense. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. Stellaris 50461 Bug Reports 30836 Suggestions 19139 Tech Support 2894 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1216 1 2Stellaris 50327 Bug Reports 30658 Suggestions 19053 Tech Support 2876 Multiplayer 376 User Mods 4624 Stellaris AAR (After Action Reports) Console edition. 392K subscribers in the Stellaris community. This mod enhances carrier action with carrier radar, carrier combat computers, and advanced strike craft. Stellaris Dev Diary #286 - Fear and Archaeotechs in First Contact. Double the damage of Titan Lance. Stellaris offers players the opportunity to encounter various wonders of the galaxy, from anomalies to archaeological sites, while building their empires. I always have one PD and one Hangar platform around the station. The plasma launchers make great medium slot weapons to balance all the autocannons so. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. April 22, 2019 Travis Scoundrel 0. Everything is glorious. Costs 900 Engineering; Unlocks Autocannon; Railguns. This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles. It's spitting out fleets with 30K power. Sammy. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. But they're highly specialized due to their short range, poor accuracy, and uselessness against armor. 392K subscribers in the Stellaris community. 0) Number of years since game start is lower than 5 (×2. level 1. Which result in inability to fire those weapons. , Autocannons: 10% progress; Physics Research: 20 points, etc, and the progress & poimts applied, to what & where are the completed Autocannons deployed, and to which field of Physics is the completed Research appied, and how can it be verified by the player? I searched the wiki for the answers to. 4. Why? M gives decent range boost so your railguns and autocannons are hitting at similar range. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. 28 Badges. 7. I was hoping for something like the planet automation - for example prioritizing weapons, armor/shields, energy-related stuff etc. Company Discord:It Out!YouTube: Steam. While economic and technology development also increase diplomatic weight, the way the formula is balanced military weight grows much faster. Size, 79k roamer fleets and 178k defensive fleets. 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. r/Stellaris. No you can't. Vote to kill your fellow Paradoxians! Come and play Werewolf! All player votes are equal, but some are more equal than others~ DeathbyWombat (Team Wombat) on Chemist clan votes. Stellaris offers players the opportunity to encounter various wonders of the galaxy, from anomalies to archaeological sites, while building their empires. (×1. Betrix5068 • 9 mo. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Maybe it's what is used to help. Autocannon VS Mass Driver, Plasma VS Laser As it says. However I will use autocannons if somehow its a tier above my current rail/coil guns. Technology IDs. 6 Fleet Meta Prediction. 3 Stellaris Tech Id List – C to E. It also contains the carrier focused tech and ship sections that are in At War: Advanced Ship Sections to give you everything you need to have a carrier focused navy. To open the console, press ~ and then enter “research_technology (technology_id_here. Autocannon rapid fire question. If M, Autocannon. If you can get Crystal Hull tech this can help you build ships more for less. Make them significantly better if we're meant to have a limited quantity. - Gravitic weapons. . The strategic element lies in fleet organization and ship design, as well as when and where to engage the enemy. Early fleets are Corvettes with a single design, 1 flak + 2 laser -> 1 flak + 2 plasma -> 1 flak + 1 plasma + 1 autocannon Then I get Battleships and start. Frigates are an advanced version. Total Military Power of Destroyer Fleet: 8800. Torpedoes don't need you to break shields first, Plasma and Laser have low. We have 3 basic types, rockets, kinetics and lasers. There are spectral wraith of 3 different colors and each is weaker in proximity of a certain kind of star: Red: M Class/Red Dwarfs; 450THz Yellow: G Class/Yellow Dwarfs; 520THz Blue: B Class/blue giants; 650THz. 4, so here's a collection of my standalone stuff. There are spectral wraith of 3 different colors and each is weaker in proximity of a certain kind of star: Red: M Class/Red Dwarfs; 450THz Yellow: G Class/Yellow Dwarfs; 520THz Blue: B Class/blue giants;. I cast doubt on the "active trade route" part. Eventually, I realized it (the cost increase) was because of research. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. 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. Reply. 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. In this test we had 32 Destroyers going up against 64 Corvettes. This seems like a bug, as the code clearly says zero. . 99 Armor- 12. Autocannon and PD - Intended to take out the fighters and corvettes that come too close Hangars - Because I like the idea of bombers Kinetic Arty Lasers Pulsar - No shields, only lasers to be used only in systems with the zero shield modifier. The most correct answer in this thread. Kinetic weapons (Gauss Cannons) are good against. ago. Per the wiki Flak only shoots at fighters and. I know is a stupid question but, what weapon from the ones I mentioned is better in what. Cruisers let me up my game on missiles. Defenses should be 1 shield, 2 armor with advanced afterburners. 1, but questions/comments still valid most likely for 3. DPS is through the roof, hence why the fleet power with them is so high. Content is available under Attribution-ShareAlike 3. 4. Sectors can change depending on systems gained. You need to start a new game. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. I think rail guns do better in this situation. Nanite Autocannon - A unique version of the Autocannon that is a tier above the Stormfire Autocannon. Make two fleets, one corvette (use torpedoes and autocannon if you have them as the small slot, otherwise something anti shield or disrupters). Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. It also has higher DPS before shields and armor come into play, and those affect smaller ships less than big ships. A properly kitted equals size fleet (Kinetic artilley to start combat, and something like plasma for closer ranges), will output 4-5x more damage with all the extra modifiers. Recently, a major Stellaris Cepheus update 3. At 40 repetitions you have increased the damage by 200%. Normally you'll have an ample supply of these by the time you acquire nanites, but if you have a need, this building can prove. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder: Laser: Cost: 2. research_technology Command Help. Torpedo assault carrier is the most balanced ship design. Automated Dreadnought question. Stellaris. They are only marginally better than other components (questionable, some feel worse). ; About Stellaris Wiki; Mobile viewAutocannons are extremely short range. SpecOps, Modified SpecOps, Psi Spec Ops, Atmospheric Strike Craft, Aerial Gunship Squadrons, Suicide Squads, Light Amoured Battalions, Tank Divisions, Mech Warrior Units and Atmospheric Cruisers. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. How to get started on your Stellaris journey | Featuring. Their role is to sprint to the enemy, intercepting any missiles / strike craft along the way and then strip the enemy of their shields. Flak in particular is the poor man's autocannon, while also being a partial counter to missiles and big middle finger to. Their defense is pretty average. json. 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. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 3; 2; Reactions:Questions-Comments about Flak, PD, and Autocannon from the wiki. 99 DPS. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A [deleted] • Additional comment actions. laser, where plasma, where rocket to adapt to. Related Topics. login | language. FASC are always supported by Attack Destroyers and Attack Corvettes, which swarm in with the bombers at close range with torpedoes and small autocannon. Torpedoes fire slowly, and do extra damage based on how big the target is. (Note: patch 3. Autocannon corvettes will wreck the missile corvettes or even just disruptor corvettes. Nanite Transmutation. nekonight • 4 yr. May 15, 2016 9. Destroyers got 1 Large and 2 Small Stormfire Autocannons on them while Corvettes have only 3 Small Stormfire Autocannons. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Railgun is starter. 837. If I had a corvette with a picket comp, one autocannon, and two plasma launchers, would it choose to stay at 40 range, leaving the autocannon cold until something came into range? If I had a destroyer with two medium mass drivers and two small disruptors, which range would it choose to go to, 30, 75, or something. Always make your own if you can help it.