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. 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. Several runs resulted in total destruction of the cruiser fleet. Both have bonuses to hull, and your DPS is decent. It lacks the bonus to hull damage lasers have. laser, where plasma, where rocket to adapt to. Content is available under Attribution-ShareAlike 3. 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?éven in the books lasers dont play a role in combat as guns, but rather for communications and target marking. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. Light Needler is not significantly more efficient, and the. Autocannons have a longer effective range and greater terminal. vs. M = 1. This build works well in most cases, from close to long-range enemies such as menaces and spitball infectors. 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. The ratio of hull vs armor and shields does also drop off before you get into repeatables. Starfield features various ship-based weapons, and cannons and autocannons are among those. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Weapon ranges play a very big part in ship combat. Shield breakers tend to target active shields and armor breakers tend to target exposed armor. Start doesnt matter because we will research others later - but im always confused here should i use e. 5 day, and deals only 25% damage vs armor so it deals only 3 damage per day to missiles as long as those has armor, and 6 to hull, so it needs 5 shots (3 days) to destroy regular missile, so its more than half effective as PD, but lets assume its half for easier calculations, so it CAN. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your. Lance is ignored for, well, pretty much the same reason. 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. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Results were similar to the last round. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Lasers are usefull to unlock Tachyon lancers. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. . You starting weapons should make up the backbone of your fleet throughout the entire game. Short range weapons are better DPS and are more able to hit smaller and faster targets. Corvettes with Autocannon, double plasma mounts are ok. M gives decent range boost so your railguns and autocannons are hitting at similar range. 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. Long range turret. You can fill an S slot with a Stormfire Autocannon, which compared to a small Gauss Cannon has about 16% better dps. I'd personally consider it one of the best weapons for its slot, honestly. 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). Efficiency. 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. Each believe theirs is one true weapon and other is obsolete. 24 , 24. So if your wars are with vettes & few destroyers - it will shine. 85 vs. 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. 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. I think rail guns do better in this situation. 06 Plasma vs Autocannon 11. Assume I am using the Tier V. Change ship sections to accommodate an L-slot autocannon/kinetic weapon 3. Torpedoes fire slowly, and do extra damage based on how big the target is. As it says. plasma meanwhile has 5% of the effectiveness of. The KE-49A Autocannon is a ship weapon that can be bought in Starfield. Railguns now have a Penalty against Shields but literally twice the range of Lasers. Weapons are the most efficient way to deal with lifeforms and robots, hostile or otherwise. Additionally, weapon range is the most common determinant of engagement range, and it can be very useful to combat-lock a fleeing enemy from across the system. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. There are many different types of weapons in the Settled Systems to utilize and modify. Other Fun Options. 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. . Set Attacker Offensive Vassals [my three vassals]. Which of these tech is better in the long term?In conclusion I would suggest going about 50/50 in gatlings and autocannons and if you have the resources and power required: throw in a custom made small railgun turret, because the latter will hit small/ fast drones much more reliably than the assault or artillery cannons. 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. 99. I almost always. 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. Sorry it might have been confusing me opening up talking about PD vs Flak and then switching to Flak vs Autocannon. I mean, otherwise people would be doing that over games every time. Autocannon Corvettes also work, but only in small amounts to supplement Carriers (taking advantage of Strike Craft being such strong anti-armor). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. As a fleet 3. Not necessarily it seems. Legacy Wikis. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 0) Number of years since game start is greater than 15 (×2. Computer/Position: Line. . Autocannons have a longer effective range and greater terminal performance than machine guns, due to the. Neutons in large. 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. Stellaris' recent 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. As it says. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. I decided to compare 4 main types of weapon against each other on same ship designs. #1 Yang Jan 21, 2017 @ 2:57pm Originally posted by LAG: lasers are outgunned by plasmas. The Rail Gun's been nerfed a teeny tiny bit (basically, 2 more Flux per shot), but it's essentially the same gun. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. With so many different weapon modules to choose from, combined with. Cheats. The bomber gets the Final Reckoning, standard Mines, Cruise and Homing missiles. 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. Autocannon: "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate. To be completely serious: no Lasers are not meta. Wszystko Dyskusje Zrzuty ekranu Prace graficzne Transmisje Wideo Warsztat Aktualności Poradniki Recenzje Stellaris > Dyskusje ogólne > Szczegóły wątku. Kinetic weapons being good vs. Lance is ignored for, well, pretty much the same reason. Tested torps, adjusted for price you get about 25 torp corvettes for 30 mass drivers, I got 17 remaining against missle spaceport. The only exception is when you’re countering something specific. KA + Plasma basically. Honestly, I don't even bother with mass drivers at all. Legacy Wikis. The reason why M weapon slots are useless. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. What is better for dps? Afterburners modify Combat Speed, not Evasion. AC have a max range of 30 and can only be small. 99 DPS. As part of a synergistic design, Autocannons are a great weapon. Though L slots can take either if youre making aggressive ships and don't want to dump all your power on artillery. 3. Try it out in the Ship Designer. If. KE-31A Autocannon is a Weapon. #5. Autocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. See Armor page for details of beam vs armor. 0) Number of years since game start is greater than 10 (×2. 16 Advanced Railgun 4 M 12. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. Do I have all the above right? If its something different than the wiki should be updated for clarication. the. Business, Economics, and Finance. ago. 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. Ditch the Tachyon lance unless you're going up against Prethoryn. Small plasma cannon- 6. Barrage. Good job doing the tests, but there can always be more. 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. Dec 16, 2022. 6S, and L=3. Pyrrhus_the_Epirote. startledastarte • 7 mo. 5, and range of 120 instead of 250. Gunnery skills let you use EVE's four varieties of turret (energy, hybrid, projectile, and precursor) and make those turrets more effective. I have a choice of either taking the Railgun or Autocannon tech branches. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron Launcers and going through the game mindlessly. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Read on to learn how to get KE-49A Autocannon, its requirements, locations, and stats. Stellaris. Toggle signature "99 Bugs in the Code, 99 Bugs in the Code, take one down, patch it up, 117 Bugs in the code!". Any tips on what situation/role which weapon class wins out?Assume I am using the Tier V. 4. Stellaris. 82*hull < 7. “The Leagues of Votann rules focus on armies of hardy warriors who defeat their foes through a combination of teamwork, target prioritisation and ruthless efficiency,” explains Robin from the Warhammer Design Studio. That's 68% remaining vs 53% for mass driver so yeah if you can get torps it's pretty good. At least late game. If you don't have either, try and get them ASAP. Best Particle Beam Ship Weapon: Exterminator 95MeV Auto Helion Beam or PBO-175 Auto Helion Beam. 78 4. As it says. IguanaTabarnak • 2 yr. Perception and Willpower are the attributes most important for training gunnery skills. The autocannon might be a better burst damage weapon, meaning first strikes are going to be stronger. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. 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. 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. Vanguard Hellfire autocannons stand out on the ballistics DPS charts. 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 . 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. Start doesnt matter because we will research others later - but im always confused here should i use e. json. Legacy Wikis. 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. ago. Autocannon. It keeps changing. 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. r/Stellaris. 3 auto > railgunI usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). 99. Armor- 12. Carrier battleship. Basics. As it says. Description. “The profiles on their datasheets have been overhauled, enabling us to better represent the. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. 3 Jishaku Nd RF Rapid Railgun Turret. Go to Stellaris r/Stellaris. 749. Once cruisers are everywhere, switch to conventional weapons (neutron + laser + autocannon). Railguns now have a Penalty against Shields but literally twice the range of Lasers. It says to double engagement range. See Armor page for details of beam vs armor. #2. Starfield:Weapons. hull: 4. 2 (I) , +1. In addition, while most M weapons are 2x and L 4x the damage of S slot, on Autocannons the scaling is slower. Just cut them off and switch to manual weapons once enemy shields are down and some added damage. ago. r/Stellaris. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. Now Flak: It deals avarage 6 damage per shot, reload in 0. Null void beam (S, L, M) - can be obtained via researching void. " Heavy Autocannon: "Heavy multi-barrel autocannon. 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. Hello all. KE-20A Autocannon is a Ship Module in Starfield. kinetic are outgunned my kinetic artillery. Kinetics. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause. Torpedoes deal with the armour and autocannon deals with shields. Railguns still are useful if you stick them on destroyers/corvettes against corvette swarms. Generally some line of falsehood needs to be touted for a game to be a game as reality is not fun. 8. Their range ensures that they are constantly firing no matter how cluttered or bunched up the engagement is. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. phase distruptors suck big time. 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. 25) Has Discovery Traditions Tradition (×0. Autocannon vs Railgun is more up for debate for S and M. 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. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. This page was last edited on 15 June 2018, at 07:01. How to Beat the Scavenger Bot in Stellaris. Assault cannons are better against stationary targets such. Silveressa Oct 21, 2020 @ 11:19am. Small/Medium/Large Autocannon -50% if has not Mass Drivers ② Ripper Cannons (Materials) : Small/Medium. Autocannon rapid fire question. I think rail guns do better in this situation. [M] and weapons only. 76 Rare Crystals, penalty vs. 1 torp, 1 disruptor corvette. phase distruptors suck big time. 000 of disruptor cruisers with the cruisers loosing basically nothing. M gives decent range boost so your railguns and autocannons are hitting at similar range. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. r/Stellaris. Finally on the list is a general build with two clean overclocks, suitable for anyone new to the Gunner. The first fleet composition we will discuss is a Corvette-based composition. Missiles are a punch up weapon, dealing large slot equivalent damage in the space of a medium slot. As anti-shield weapon is also better then T3 railgun. It is believed that land or ship-based railguns with Mach 6 capabilities have effective ranges of more than 100 miles. 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. M90 shotgun. Highly advanced autocannons capable of ejecting shells that explode into a cloud of. In. 11 + 100% Armor Penetration vs 15. missiles, torpedos, railguns, pointdefence gatling are the tools of choice. Data:Technology/tech nanite autocannon. e: Mass Driver > Coilgun > Railgun > Energy Siphon > Null void beams > Advanced railgun > Gauss Cannon Energy Anti-Armour L gauss cannon has more dps (but shorter range) than kinetic battery and both are tier 5 weapons. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. even on the autocannon's worst target it has 40% the effectiveness of plasma. 75% of ships Missileboat: 1 Maruader Missile, 1 Autocannon. 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. 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. Small stormfire autocannon- 19. Small autocannons use regular S slot and seem to have comparable stats. AC have a max range of 30 and can only be small. 2. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. I almost always prioritize rail/coil guns and mega/giga cannons. 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. Missile weapons currently are hot garbage, their "homing" function barely homes at all, so unless you're fighting a capital ship they're a waste of a turret slot. 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. 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. That will allow you to test any combat situation (you may even create test map with all FE and Leviathans ;) ) For your question : disruptor became suprerior to railgun only vs targets with armor ~ less then 25-30%. Armor bias is due to most high tracking weapons being either shield penerating or kinetic making armor more useful against anything that can bypass the 90% evasion. ago. They can be on the outskirts firing while the autocannon corvettes take up the front lines. Plasma has -75% damage vs shields. 06 3. This seems like a bug, as the code clearly says zero. 31. Ship Weapons are the main form of dealing damage with your ship, each type of damage affects a different part. 67. 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. Plasma has -75% damage vs shields. 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. 2 and I'm wondering what the optimum fleet mix is and the best weapons. 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. 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. Oof. A tag already exists with the provided branch name. Tears apart moderately armored vessels and creatures with overwhelming. . 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. 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. Hull DMG – how much damage it does to structures/hulls. 29 + 100% Armor Penetration vs 12. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. 75. 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). We have 3 basic types, rockets, kinetics and lasers. Strike craft with [M] and. XL: Lance If it is a straight upgrade (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. A guide to Railgun. 35*shields + 1. Jump to latest Follow Reply. 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. • 3 yr. 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. Any tips on what situation/role which weapon class wins out?Corvettes. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. The balance of gatling guns to others might be off. A full fleet of just Corvettes (125 with Flak and double Autocannon and 125 with PD and double Autocannon) was 750,000 fleet power. It depends on your target. General rule of thumb, if you have a small weapons slot, put an autocannon in it. they 7. Anti-Shield specialty. Report. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. Yes I'm actually talking about the gun called "autocannon". ago. As it says. znihilist. 06 Plasma vs Autocannon 11. hull: 4. Assume I am using the Tier V. Its understandable since a single system craft is far far more than even ten of thousands titans. Game IDAccuracy describes how good the weapon is at firing at an enemy ship in general. Like lasers, mass drivers are currently unwieldy and difficult to implement into our military. Reply. ago. armor of +75% instead of +50%, cooldown (technically, average windup + cooldown) of 14. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. I know that auto-cannon and railguns are better than the energy weapon counterparts or at least make sense. You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Noble. This page was last edited on 14 October 2017, at 10:52. Put an Maniac Scientist on Physics, you have a small chance of rolling the Null Void tech. We have 3 basic types, rockets, kinetics and lasers. [1] [4] [5] The M66 has a power draw of 8 megajoules. Railguns are long optimal, low falloff, mid-high alpha, low fire rate weapons designed for sniping distant targets. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Any tips on what situation/role which weapon class wins out?As it says. Useless - Missiles: the only advantage missiles have over Torpedoes is higher evasion. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. Eisenblume • 7 yr. I'm not completely sure about mid-game yet. This weapons is also good vs armor due to being a burst beam. Hello all. (Railgun 1 to Railgun 2 or Autocannon to Stormcannom, etc. Mar 19, 2018. 6 Fleet Meta Prediction. Per the wiki Flak only shoots at fighters and PD only shoots at missiles. The Dual 425mm Autocannon tracking is 5. The point of having railgun equipped corvettes is so they compliment the autocannon equiped corvettes in damage projection. The disadvantage longer term is that repeatable tech bonuses are split across energy weapons in physics and kinetics in engineering. Rail gun ammunition comes as a multipart sabot with as. Against shields only and armor only. Best Ship Weapon for Shield Damage: Reza 300 PHz SX Pulse Laser Turret. For each Defensive Pact Member: Set Defensive VassalsAssume I am using the Tier V. The starting default machine guns, the Autocannon is the weapon you start out. 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). They both can work on the hull. having multiple tiers of components (rather than just one railgun, just one laser, just one armor. Honestly, I don't. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Each of these variants has some specific strong points, but all of these Kinetic Weapon types are good against armors. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. “R” key once you get a lock-on. All Discussions. You can up your tracking game with Auxiliary Targeting. There are many types of modules, each one improving a different aspect of your own ship. 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. Original SC from the unmodded game has been converted into the laser SC from this mod. It is a no big deal but is this intended? Reply. +50% of a very low number is still a low number.