Maybe they won't attack next time. except corvettes since they only have 3 slots, they use 2 armor 1 shield. and with the introduction of armor and shield hardening it's just not effective. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. This will not only help balance armor vs shields. 6 also includes new galaxy shapes to explore, new story events, a new. I wonder how good would it be against missile swarm cruiser spam. E. Yes they stack. Stellaris. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. That'll teach 'em. In the corvette era in a general sense, it's going to be 1 shield / 2 armor, or 2 shield if you know it's an anti-armor centered force. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. E. Adds the Shrouded Star, which gives . Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. Even with just one from each meaning, that 25% of the disruptor damage taken by the shield, then armor. Later i tried picket cruiser with hardeners. Steps to reproduce the issue. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Third, buff the hardening components. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Torpedoes got full shield penetration until ships get shield hardening. I spent a few hours last night searching around the sub and only found info I believe to be outdated or just didn't work for me. The wiki doesn't say anything about them having point defense. I've put about 100-150 hours into the game but have been slacking. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Since there are a lot more weapons that penetrate shields, shield hardening is more generally useful in theory - but shields are pretty weak at the moment, so that's not really true in practice. Decreased the base damage of explosive torpedoes. About this site. #2. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. Because the star base gives 50% hardening if I remember correctly, you can see that as 5000 fleets, which takes double time to eliminate the. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Small ships can't do it. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. ago. I fly with a combination of torpedoes and stormfire cannons. Be prepared to make your moves once the Khanate fails…. "Attacking. The other version is "%chance to reduce any damage from penetrating at all" but I. Stellaris: Psionic Shields & Cloaking Combat Testing. So the base power and damage output of AC1 is 30% higher than Coilgun2. Similar argument applies to, e. Toggle signature Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. Stellaris > General Discussions > Topic Details. If you go into a system with shield negation, you average them out for the value of your shield. Description. ago. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Ancient Pulse Armor (and other ancient armaments) are impractical. Inversely scale hardening module impact against hull size. Dimensional Artificing: 10 +5 Minor artifacts per month Planar Mastery astral action Manifesting objects of cultural significance from other dimensions can be done under the right circumstances. is it worth it do you think?Once an ascension path has been completed, you will have the choice to : - Receive a unique and powerful modifier - Follow the Real Ascension Path - this will restructure completly your government, population, and even planets if need be. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!Go to Stellaris r/Stellaris. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". If your FAEs/disruptors/etc. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. the wiki doesn't have one but I would imagine just "clear" would work if anything is going to. You’ll see your numbers go up in the ship designer, 1. Choose between 50% faster and 15% more damage and fire rate for your strike craft or 50% more damage and fire rate for your point defense weapons. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. One living metal, and one for the shield, and later with 2 shield. g. For downside traits, Unruly and Deviants are the best. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. Interact with diverse alien races, discover strange. Legacy Wikis. Content is available under Attribution-ShareAlike 3. I believe one of the fallen empires are very into disruptors. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Zenith Ship classes have a total wound count of 20 and a shield buffer of double its nominal tech tier Long term stable fleets and commanders can gain Perks to. Xaphnir. So 2x Adv Shield hardener for 50% hardened shields. It's comparable to shield regen on fortresses. But only occurs during combat if you have shield capacitors installed. Why the techs. Added new. 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. This page was last edited on 23 March 2022, at 17:16. Stellaris is a sci-fi grand strategy game set 200 years into the future. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Tried again, happened again. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. Shield strength, against full shield penetrators, is given by. ago. 1680x8 shields or 13440 points. • 1 yr. 1. Stellaris. 7 Jobs List (WIP) Original code by bipedalshark Parser code :. My ships slots are half armor, 25% crystal, 25% shields. I'm assuming. It becomes available for use if all three parts of the Refractive Bulwark. Cruiser won. . Here are the complete notes for Stellaris 3. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Steps to reproduce the issue. 2 Answers. Their faces are melting so lovely and the screams music to my ears. common. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. 1 shield regen, 15% shield hardening. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. In this video I test out the new Armor Hardeners which is part of the new 3. Stellaris: Suggestions. Armor does not reduce damage to shields. 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. Stellaris: Tech. The bad news is that it doesn't increase say shield benefits. The Stellaris 3. That's the most common clear command. 25 shield hardening and . Just had a random thought here. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). . Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. Don't forget to turn. You can see that by putting two afterburners or shield capacitors on. The stasis field does less direct shielding than T5, but also adds hardening, which is big. But the opposite will be better in all other situations, and there are more of those than pulsars. Losing 100 Ar or 125 Sh to get 65 Hull. E. Stellaris 2. malakhglitch Rogue Servitor. There are few weapons in the galaxy that can penetrate the hulls. Shield hardening needs aux slots (same problem - you probably don't want to lose them), or Genius Armorer, or Ancient Suspension Field (this is the. A. Stellaris 3. . Its not oppression. Mining lasers are now classified as Brawling weapons. Side bonus of 80% shield hardening and 400 extra armor and shields. Ironically, there is an advanced armor option known as Dragonscale Armor. 7% shields/day, or 250 out of 35834. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Autocannons are extremely short range. My ships have self healing hull and armor so they are full hull and armor but their shields wont regen. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. Third, buff the hardening components. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. I repeat, 100% shield hardening. Its reduction in alloy cost doesnt make up for the difference anymore, and its important to remember you still. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. I don't know what the fuck beats a Juggernaut with 100% shield hardening. nAnd they got a hidden damage multiplier of shipsize+1. move check for ESC non-psionic shields into separate scripted trigger. Stellaris. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Added new aux components that use Exotic Gases, Rare. Generating a strong energy shield within a planetary atmosphere is a greater challenge than in the vacuum of space, but it offers a potent defense against orbital bombardment. A quick search reveals that shield hardening apparently stacks. Stellaris. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions before submitting the new version to the. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Deselect it. I was able to see that they now have 50% shield hardening (which makes sense to me. The end of my last game i had 550. I just have to wait a few dozen years for gathering alloys and the game is really-really slow for my PC is old and Stellaris is unoptimized as hell. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Added new. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Where's my fucking reactive armor, goddammit. Ship accuracy and evasion increased by 5%. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Ironically, there is an advanced armor option known as Dragonscale Armor. R5: Found a choke point on a pulsar that gives 100% shield nullification. Zro is also used for the Advanced Shield Hardener, and psi-phase field generator. The ability to stack tons of shield and armor hardening is maybe useful for things like your flagship titans and juggernaut, but it's otherwise of very little value (and costs enough energy that starbases will leave weapon slots empty in order to try to mount defenses that they can't even benefit from!). Stellaris. Was wondering if this also applies to archeo. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. One does not ‘beat’ the Great Khan… the Great Khan beats you. Some ship components like the self-hardening shields and shield+armor combo are pretty good, if you have the. I recently fought the Unbidden, which I hadn't done in a long time. Legacy Wikis. Do not leave feedback in this thread. 4. Generally you should mount a higher ratio of armour anyway. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Living Metal and Zro are kinda weird resources because they have very few uses. I like shattered ring. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. In case of 50%. That’s either by design or by technical limitation. 100% is ideal value - as it would protect you from penalties from hull damage. 5 days. It is also used for the Nanite Repair System Auxiliary slot - which is over twice as good. View this video if you w. Hull is 3300. There are also more. I've had trouble figuring this out exactly, but this is what it looks like. Stellaris. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. I also think there's no reason for it to not just stack with the planetary building like all the other orbital equivalent buildings. Shield regen in battle used to be in the game, but they removed it because shield tanking was hands down the best defense available. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. More information can be found in Stellaris Dev Diary #293. Note that the Tech Tree starts where Stellaris' base game tech tree ends, with a few steps before mine truly begins. Shields won't regenerate at all unless a charger is present (in vanilla game that is). Just what it say on the tin. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. That’s just some basics on it, but your best bet is gonna be mixed fleets of a bunch of each ship thpe. is it worth it do you think?No they can not. E. I think that crisis, FE, AE, leviathans should have hardening. ago. Observe the full damage going through shield. 25 to shield. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield hit points), but also gives each defensive platform +25% shield hardening (and +25% shield hit points)! And there's a new shield-alternative, the Ancient Suspension Field. Thread starter Callinicus; Start date Jan 8, 2019; Jump to latest Follow Reply. This is a representation of time internal. Just small slots though, the medium lasers can't compete with plasma. Jan 23, 2023. • 20 days ago. invol713 • 5 yr. Relic fighters **melt** corvettes and woe to any corvette that puts on shield hardening when the swarm missiles come knocking Relic Lasers can wreck through heavy armored ships that the AI uses, however i never bothered to slot. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. A new Stellaris update 3. Stellaris: Armor Hardeners are very effective. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. ReplySince there's very few ways to increase hull HP directly, disruptor weapons are pretty hard to counter without spending valuable slots on shield/armor hardening (to catch some of that damage that would normally bypass) or a lot of crystal plating for hull HP. You'd use it late on battleships against shield/armor ignoring enemies, but now shield/armor hardening + actual shield-armor seems better, and. 5 Q3. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. YokimisaAncient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Stellaris Wiki. M: +315 shield HP (505 with AP), 4. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. g. Max shields with 2 armor slots, and 2 crystal plating, with shield hardening and afterburners, one standard torpedo, torpedo AI, and as many autocannons as you can squeeze on it. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak. Hearts of Iron III: Tech Support. 6 “Orion” update includes many changes to combat. Advanced Shield Hardener: 30 1: 25 +25% Shield Hardening For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. " Stellaris Mods Used: Extra Ship Components 3. Add a Comment. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. Q1. Observe the full damage going through shield. Stellaris: Shield Hardeners - You must use them. All Shield components draw double power but provide nearly double shields, and all ships have 15% baseline shield hardening. - Slighly reduced the number of mineral and energy space deposits. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. 75% hardening all shield targets stop arc pretty well. 0. Q2. There. So in average the same amount of shield or armor will least half as much time as the hull. #7. That’s how badly hardening gimps penetration weapons. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Their fleets tend to follow their overlord's. So I took Archeao Engineers as a perk. 6 shield regen, 15% shield hardening. I prefer armor Regen and have a slight armor favoritism. Equip an ancient suspension field 2. Subspace Hardening + Hypermatter Augment + Adaptive Hull (come at me bro levels of armor) Angel Shield (honestly my backup shielding) Shield Hardening (Angel Shield becomes stupid powerful) Goddess Halo (turns Storm Envelope into a fleet-killer and removes the drawback of Angel Shield's limited cover)Stellaris Dev Diary #318 - Announcing Astral Planes r/Stellaris • When I start a megastructure and activate the edict that speeds up megastructure construction halfway through, will it still speed up the remaining construction?{"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. It's a great mode for Stellaris. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. Q2. 2 comments. If you mean by penetration resistance, then yes. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. Using 3 on either shield, armor, or mixed made it easier for them. is it worth it do you think?And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. If that doesn't help, check each situation and look for a similar track all button and deselect it. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. 1 jump drive range to ships in the system. update ESC Unbidden spawn logic. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Then again. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. Cons: Absolutely terrible against the Prethoryn, but if you get those you can easily switch to lasers, plasma, tachyon lances, neutron launchers etc since energy repeatables are for those too. ; About Stellaris Wiki; Mobile viewWelcome to this week’s Stellaris Space Guild Help Thread! This thread functions as a gathering place for all questions, tips, bugs, suggestions, and resources for Stellaris. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. Don't forget to turn. Battle ships are your heavy carriers and artillery weapons. 13. 6 update. -100% doubles your shields. Instead of making a one-off attack, though, they stick around, firing every so often at their targets. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. The shield hardening components kind of revive the shields back to their older glory. Stellaris. 103 votes, 17 comments. 0 - Orion #####. 1 Answer. Losing 100 Ar or 125 Sh to get 65 Hull. Best settings for quick multiplayer game? I'm playing my first multiplayer game with some friends tonight and am looking for advice on settings. So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the. Stellaris. For individual ship designs, I set a theme for each one. The wiki doesn't say anything about them having point defense. It just combats against detection checks. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Go to Stellaris r/Stellaris. Armor hardened seems interesting due to the large amount of hp it. 30% armor hardening on top cuts it by another third. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. I think some FE/AE focus on energy. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. Cruisers are around 5. ( stellaris noob) i dont have dlc so idk if that contributes. . From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. It lets me go all-in on shield repeatables and shield slots, without worrying about missiles and strikecraft just bypassing them completely. Update: Mar 19 @ 1:39am. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Came up with Stellaris build that pumps out absolutely nutty leaders (and especially admirals) by the mid game. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. There is also shield and armour hardening to consider. Well, this is that. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. 10 - Advanced archaeotech armor and shields now gain extra shield regen speed in addition to extra shields when archaeotech Ascension Perk is taken. The AI empires just can't keep up late game, so the only real challenge after year 200 is the end game crisis. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. Strong and robust do affect the crystal, gas, more production though. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. It won't be that bad in 2. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. However, there are a couple situations where. 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. Don't forget to turn. EulersApprentice • 1 yr. The driller drones synergize really well with other shield bypass builds. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. In addition, while most M weapons are 2x and L 4x the damage. My apologies for misleading everyone to believe this was vanilla. Stellaris. 25) gets tanked instead (meaning. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Cato Mar 7, 2018 @ 5:55pm. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. PvP is where the fleet composition you use matters a lot more I think. Increased the base damage of Flak PD. Recently I decided to pick it up again. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Shield nullification. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. Not on corvettes though. They punch way above what their fleet power numbers would indicate. Best. , missiles vs shields. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. 1 comment. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively. Armor hardening is better and easier to get than shield hardening. The only exception is when using psi-cloaking in conjunction with psi-shields/barrier. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. ago. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. If your post has been moved here from another thread, please re-read the thread rules and feel. So Eternal Vigilance combined with Archeoengineers (for the Ancient Rampart and 100% hardening shields) combined with Unyielding can produce starbases that punch above their weight in the most grotesque ways imaginable (like a 200k starbase wiping a 1 million crisis fleet without taking any real damage. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields.