0) Number of years since game start is greater than 10 (×2. Heavy Railgun: "Large diameter railgun with formidable stopping power. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. ". Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. 84 10. Railgun has a long legacy, starting from its aptly named title of “Fear machine” up to its frequent use in the age of cybersport. 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. they 7. Round 4, I did 80 destroyers vs the cruisers. 3 auto > railgun I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Original SC from the unmodded game has been converted into the laser SC from this mod. At least late game. Autocannon rapid fire question. We have 3 basic types, rockets, kinetics and lasers. Small autocannons use regular S slot and seem to have comparable stats. Set Attacker Offensive Overlord Set Defender [my target]. Stellaris Ship Design Guide 2023 [3. 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. I was sad to hear during the stream today that Autocannons wont be changed in 3. 78 4. 50, vs Gamma lasers at 6. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. ago. He is also the dwarf you begin with in the tutorial. Oof. Legend : Brawler : Weaponry based of autocannon and plasma. I decided to compare 4 main types of weapon against each other on same ship designs. We would like to show you a description here but the site won’t allow us. 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. Max Power – how many power slots from your reactor can be put into the weapon. ; About Stellaris Wiki; Mobile view Stellaris Guide. 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. Autocannons are good on corvettes. 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. phase distruptors suck big time. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. 0) Number of years since game start is lower than 5 (×2. Start tracking progress. 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. #5. As it says. As you maybe have already thought, the ideal type of Corvette is a Torpedo-Corvette. It is also more damaging, faster turning, accurate, and efficient than its competitor, Heavy Autocannon. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Basics. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. Efficiency. 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). See Armor page for details of beam vs armor. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. 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. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. Complete list of technologies at Stellaris . 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. 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. Frigates are an advanced version. Nothing wrong with it per se, I just think it's outclassed by other kinetic options in small mounts. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. Not necessarily it seems. Core Cracking. The autocannon might be a better burst damage weapon, meaning first strikes are going to be stronger. 29 + 100% Armor Penetration vs 12. Railgun is one of the most iconic weapons in the game, and it certainly has a very intensive history with the game. 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. Well it depends largely upon what combat role you wish to serve in EVE. Long ranger weapons sacrifice this for more distance (which does help hit faster targets too) We will look at short. 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. 0 unless otherwise noted. Good damage, good pen, and against organics, it drops them in 3 shots from hypothermia, allowing for easy stripping of good gear/hunting tough animals like thrumbos and the legendary viking huntables. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. Note that only Tech 2 autocannon can load Tech 2 ammunition. 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. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. M49 Vulcan. Stellaris still isn't following the Autocannon & Strike Craft meta anymore? Last I played (just before the Paragon's released), everyone was just hard-metaing the Autocannons & strike craft cruisers. ) then you can check a box that says "Auto Upgrade". Implicit is that even though the autocannon weapons have high tracking, they won't shoot at either. Autocannon VS Mass driver. 08 Stormfire Autocannon 5 S 7. 29 + 100% Armor Penetration vs 12. Colossus Project ascension perk. 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. AC also have higher tracking and lower range. 0 unless otherwise noted. Autocannons are decent but their range is pretty bad and you can usually just get picked apart by almost. The ratio of hull vs armor and shields does also drop off before you get into repeatables. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. The projectile normally does not contain explosives, instead relying on the. Since the missiles slip through the shields, but the time the lasers have made it through the shields there’s no armour for. Gauss do more DPH and have less penalty hitting armour. Jishaku AlNiCo RF Rapid Railgun B 66 Ballistic Jishaku Fe Railgun B 22 Ballistic Jishaku Fe RF Rapid Railgun B 26 Ballistic Jishaku Fe RF Rapid Railgun Turret B 32~85. A detailed overview of Mauler 104L Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. Light Needler's competitor, Railgun, is simply too good. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 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. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. I almost never use autocannons but I usually research them pretty quickly to get to flak. Useful when you plan to board their ship for looting stealing. Railgun is a universal turret. 33 4. Pyrrhus_the_Epirote. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. 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. Honestly, I don't. It fires slowly and relatively inaccurately, but causes significant damage owing to its high projectile mass. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. Jump to latest Follow Reply. Perception and Willpower are the attributes most important for training gunnery skills. 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. Sciira • 6 yr. Noble. phase distruptors suck big time. 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. As anti-shield weapon is also better then T3 railgun. 2 (I) , +1. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. I'd personally. Gauss Cannons have longer range and can be small, medium or large. Sectors can change depending on systems gained. 2 goes a little overboard with the PD at all stages of the game so it doesn't really work out in practice. However I will use autocannons if somehow its a tier above my current rail/coil guns. ago. Well it depends largely upon what combat role you wish to serve in EVE. Strike craft with [M] and. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. If you don't have either, try and get them ASAP. Tamsyn Muir's New York Times and USA Today bestselling Locked Tomb Series continues with Nona . Per the wiki Flak only shoots at fighters and PD only shoots at missiles. Each missile has a 25% chance to stun the bug for 3 seconds. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Shield DMG – how much damage it does to shields. Just remember to only fight at max distance or. I have a choice of either taking the Railgun or Autocannon tech branches. Call it a railgun, a magnetic accelerator, a mass driver, a MAC, a Gauss cannon, whatever, they all refer to the same category: a weapon that uses pressure of magnetic fields instead of an explosive chemical reaction to. 18 3. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. 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. 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. This weapons is also good vs armor due to being a burst beam. 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. All types of planets. Stellaris. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. really obviously head-and-shoulders above the other options for small slot weapons? Autocannons (30. Try it out in the Ship Designer. Plasma - Laser - Gauss - Autocannon [ANALYSIS] alxgvr. I decided to compare 4 main types of weapon against each other on same ship designs. · 5 yr. 25 / ×2. Decent - Autocannon: It's worth noting that this is the only really viable option for torpedo corvettes. A tag already exists with the provided branch name. Ship AI in stellaris is fairly smart. Assume I am using the Tier V. They can be on the outskirts firing while the autocannon corvettes take up the front lines. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. If an asteroid were on a collision course for Earth right now, we'd be firing nukes at it. So autocannons are the short range projectile turrets and artillery are the long range projectile turrets. 06 3. . If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. ; About Stellaris Wiki; Mobile view They have good tracking and the highest DPS of small slot weapons but low range. 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. 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. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. laser, where plasma, where rocket to adapt to. #1. 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. I think rail guns do better in this situation. 749. However, point defense occupied P slot that isn’t always available. Late-game, though, especially vs the crisis fleets, what's absolutely crucial is to minimize your fleet losses. There are 4 main weapon types - Lasers, Railguns, Cannons, and Missiles. 6 autocannons, firing at a DPS that DOUBLES the next best ballistic weapon and its only a B Class. In addition, while most M weapons are 2x and. Two autocannos and a plasma makes them quite good. Cruisers lost hard. 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. How accurate is the rail gun? The next generation gun is called a rail gun. Against shields only and armor only. . You need Flak and Kinetic Artillery and they sit along the kinetic tree. I have a choice of either taking the Railgun or Autocannon tech branches. I have a choice of either taking the Railgun or Autocannon tech branches. All Discussions. The balance of gatling guns to others might be off. Disruptors do best in Corvette vs Corvette fights, but missiles do very well against starbases as the AI often loads them with short-ranged weapons that the missiles outrange, allowing for a trivial win. ago. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Autocannons have a longer effective range and greater terminal. The Word from the Studio. 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. I think rail guns do better in this situation. This massive burst of hull damage means retreat is unlikely and neutron. -Gatling gun-point defence against missiles and fighters due to high. Stellaris. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement. 82*hull < 7. JVendin • 6 yr. For M, S and L slots separately. 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. 6 “Orion” update. Hello all. 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. 5 instead of 25. Game start, 1PD, 2 lasers. They can be on the outskirts firing while the autocannon corvettes take up the front lines. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Rail gun ammunition comes as a multipart sabot with as. Mar 14. They are marginally useful at the T1 tech level as the only way to beat PD Corvettes, but the moment you get the Disruptor at T2 tech level the Laser just loses its entire niche. Start tracking progress. Barrage. CryptoEach ship class has two hull upgrade techs in engineering, so it isn't static. 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. After that, Neutron Launchers and stuff kick in and fry the shieldless enemy. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Autocannons are short optimal, long falloff, mid alpha, high fire rate weapons designed for brawling at close range. GoldNiko • Space Engineer • 2 yr. Both have bonuses to hull, and your DPS is decent. The best ballistic auto turret of all belongs to the Shinigami Jishaku series. Which of these tech is better in the long term?Stellaris. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. 1. 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. 7. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). The Dual Heavy Beam Laser tracking is 1. 86 3. Any tips on what situation/role which weapon class wins out?Corvettes. The first fleet composition we will discuss is a Corvette-based composition. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. Extremely effective against small grids such as fighters and rovers. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 79 + 50% Armor Penetration vs 12. 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. 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. Ditch the Tachyon lance unless you're going up against Prethoryn. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Which is better in general? Which is better depending on size of weapons? Should I use phase disrupters and go all out with them or go for a balanced laser/railgun combo? Any other tips regarding weapon usage?A detailed overview of Vanguard Hellfire Autocannon - Ship Weapons - Ship Modules in Starfield featuring descriptions, locations, stats, lore & notable information. Legacy Wikis. I almost always. 50 Power: -2. 79 6. 7132. the. This was an absolute slam dunk for the battleships, with the cruiser fleet suffering 25-30 fatalities vs average 2 BB lost. 67. 0) Number of years since game start is greater than 15 (×2. "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. I strongly suspect the autocannon is strictly superior, with more DPS, range, and better chance for outright single-shot kills. (Materials) : Small/Medium/Large Railgun ② Advanced Railguns (Materials) : Small/Medium/Large. Light Needler is not significantly more efficient, and the. Large broadside battleship. Hello all. Hello all. 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. I just don't use a rail gun cos having fun with auto turrets n about to build that ship. Neutron Launchers. September 7, 2023. Noble. 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. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. As it says. Weapon ranges play a very big part in ship combat. 81 5. 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. 0S. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. They're strictly superior to railguns when used with torpedos. 000 of disruptor cruisers with the cruisers loosing basically nothing. Loadout = Three slots of Mass Driver/Coil Gun/Rail Gun, Energy Siphon or Autocannon+ CL::Light Cruiser Class. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Just swap the artillery core for the carrier core and leave everything else the same. 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. 4 carriers and the rest alphas seems to. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. When shields are gone torpedoes should have finished armour too. Its DPS is 4. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. The gunship gets whatever floats the boat as its firepower is good enough. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 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. 3. Same for shields, engines, power, etc. 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. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. ago. 58 5. 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. 1. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Which of these tech is better in the long term?You cannot exceed 100% accuracy on your ships. 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. Reply. The only difference between the two, damage-wise, is how many levels of specialization you've trained. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable. -Corvette : stormfire autocannon/torpedo -Destroyer : 1 Kinetic arty/1 flak cannon/1 point defense laser -Cruiser : 2. AHostOfIssues • 4 yr. [M] and weapons only. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. nimdabew. Torpedoes fire slowly, and do extra damage based on how big the target is. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. ; About Stellaris Wiki; Mobile viewAutocannon. . is it ideal, who knows, is it perfect, i doubt it but it works for me. Living Metal and Zro are kinda weird resources because they have very few uses. 99. g. Yes I'm actually talking about the gun called "autocannon". 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?As it says. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. 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. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 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]. Business, Economics, and Finance. While autocannon is strong one in early fights it's quickly became. In Starfield, the player takes on the role of a colonist in the late 22nd century, exploring space. shields is probably simply due to them firing so fast and shields having no. 16 Advanced Railgun 4 M 12. Hull- 9. but Laser + Autocannon or Plasma + Null Void is better. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E or thereabouts). Armor- 12. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Hello all. Carrier battleship. Hull. Rate of fire: Fast; Spread: Wide; Flight speed: MediumAlternative companion weapon components for vanilla weapons that deal damage to the opposite defense type (shield/armor). If you tech up missiles, throw an autocannon with em. Best Ship Weapon for Hull Damage: KE-49A Autocannon or Vanguard Hellfire Autocannon. And. Short range weapons are better DPS and are more able to hit smaller and faster targets. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. Mar 19, 2018. ago. Torpedo assault carrier is the most balanced ship design. So one is for evasive and fast ships, the other for big broadsiding ranged ones. Same reason as above. The 425mm autocannon is the largest medium AC. 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. Other than Armor Hardening, it's just the edict to speed up megastructure construction. This page was last edited on 15 June 2018, at 07:01. Original SC from the unmodded game has been converted into the laser SC. Note that your standard railgun has a longer range than the equivalent laser or plasma (so you can attack foes from further away), but is also slightly less accurate. So a Tech 2 Railgun can be 10% better.