Stellaris armour hardening. Artillery/Carrier remains a powerful fleet design in 3. Stellaris armour hardening

 
 Artillery/Carrier remains a powerful fleet design in 3Stellaris armour hardening Q1

Not on corvettes though. At which point it still doesnt offer enough to be valueable. And shields are better since you don't have to go back after every fight. Of course you have to actually build the platforms for that to matter. 85 and they have 100 range, they're basically long range disruptors. 9 that merges the various incompatible game rules and scripted triggers added by mods. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedThe current "meta" is hardening and penetrating weapons, often hardened armor. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. The other version is "%chance to reduce any damage from penetrating at all" but I. Over time they became the only remaining force that mattered with well over 100K fleet power. Some weapons do bonus damage against armor and have armor penatration. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. In PvE you don't need to worry about timing - the AI tends not to use hardening components, so disruptor corvettes never stop being good. 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. Please. Also, shield/armor hardening could make a disruptor. The amout of armour one can put on a ship is determined by the armour rating and the percentage. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. 8 Fleets. Carrier ai can increase that and thus can increase engagement range. 3 can be fit at maximum onto each Carrier Battleship, along with. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. +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. WolfsunEvasion: chance to negate any damage in combat. 10. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. -Completely rewritten and updated for Stellaris 3. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. View this video if you want to see. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. ##### ##### VERSION 3. #15. 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%. The ship components look nice and ll but in the end you have weaker ships. #1 corisai Jun 16 @ 4:54am Originally posted by Bumc: Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs. This means strike craft are hardcountered by attacking with 2 fleets from different angles as they will just fly back and forth in the space in between instead. Stellaris Real-time strategy Strategy video game Gaming. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. The developers are meticulous with commenting their code and the Wiki pages are good references. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. Small ships can't do it. It just misses an icon. " Even at 100% armour pen it still reduces damage. You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. Also adds passive repairs and minor amounts of armour hardening. armor hardening also better in countering disruptors ReplyGo to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. Yes they stack. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Just had a random thought here. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. . Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. At which point it still doesnt offer enough to be valueable. Now say, 30% shield hardening cuts Disruptor damage by a third. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. Legacy Wikis. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 75 to armor and 6. I'm not a fan of this new type of ship parameter. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. TTundri. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. 8 FogeltheVogel • 7 mo. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. 6 "Orion" open beta. Lasers do 6. 6. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. . It is now possible to get 100% of both shield and armor hardening using councillors only. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. • 3 mo. Side bonus of 80% shield hardening and 400 extra armor and shields. But it also penetrates armor by 50%. 01 base, 12. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Shields are already treated worse than armor, why this hardening could not just work a little better? Like shiled points equal to % of hardening will be not nullified because of weather. The reason is, because the shields are taking a lot of energy from the reactors. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. TTundri. There is no better - you need to figure out what your enemy uses and try to counter it. Do not leave feedback in this thread. ago. Just what it say on the tin. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Armor Hardening 6000: 2 Reactive Armor Ceramo-Metal Alloys Rare Crystal Manufacturing; Base: 70It looks like tier 5 armour is better than crystal, maybe even tier 4. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. 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. bonus kinetic damage or armor plating if built at a starbase with a netronium building. Think about it, your have more than enough shield and armor slots to reach 100% hardening on the shields and reach 60% hardening on the armor thanks to having four utility slots. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. . Total HP = 2853 with 5. 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. Q2. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. Wooden-Many-8509 • 22 min. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. Stellaris. 6;Mix Frigates in, that have a bit different behavioral profile. Try it out, it'll bypass shields. Stellaris ship design is a slightly more complicated version of Galactic Civilization ship design in the end it's still more or less rock-paper-scissors. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Which is better crystal hull plating or armour? Once we fill out our ship with shields we need to put something in our remaining defensive modules. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris. and a huge stack of armour. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. Content is available under Attribution-ShareAlike 3. Content is available under Attribution-ShareAlike 3. Ironically, there is an advanced armor option known as Dragonscale Armor. E. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. 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. In singleplayer you can just mass these, the AI will never counter them. g, 100% penetration vs 75% hardening means 25% of the damage goes through. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. It looks like tier 5 armour is better than crystal, maybe even tier 4. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Related Topics. Armor does not reduce damage to shields. Do generally aim for a 50/50 blend of Shield and Armour slots * On your Corvettes, try Flack + Lasers => Flack + Auto-cannon (once you have the tech) + Laser, with Afterburners and Swarm. Sohei May 14, 2016 @ 7:44pm. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. gautam_jat • 6 mo. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. An edict to specialize in a branch of research sounds fantastic. gautam_jat • 6 mo. I've put about 100-150 hours into the game but have been slacking. r/Stellaris. 2. 100% is ideal value - as it would protect you from penalties from hull damage. 0. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Q1. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Artillery/Carrier remains a powerful fleet design in 3. 1 ironsasquash • 7 mo. If you're using disruptors they also bypass armor (basically direct hull damage). Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. except corvettes since they only have 3 slots, they use 2 armor 1 shield. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. disruptors late game might be worse now. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Torpedos now deal more damage the bigger the target. Discussion So which one is best based on your experience with the game so far. I'll do that then ~ and thanks; the. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. i would say its not good since most starbases you capture in war is nearby. Guns are still damaging to armor, just weak against it. NagolRiverstar • 1 mo. . I’ve only fought against normal empires so far in 3. I've had trouble figuring this out exactly, but this is what it looks like. • 3 mo. I do not see a single reason why. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. 0. 64. #1. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. Cheaper Alloys cost than armor. majdavlk • 2 min. Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. • 5 mo. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. questionable at best. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. Nanomissiles ignore shields and armor, fire rate is 0. to enjoy the quite sizable amount of written content in Stellaris. Armor could give you lots of hit points, doesn't use power, but reduces evasion. If your post has been moved here from another thread, please re-read the thread rules and feel. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. This is separate from your Naval Capacity (shown at the top of the screen). Below is an example of what I found out while testing ship combat. 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. 34 average damage. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. So in a stat point of view the ascension perk is kind meh, but if you are doing a "role play" sort of game it aint bad. 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. Man creates worst battleship in stellaris. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. ago. Idiot's Guide to 3. It gets shot by a 50% penetrating shot. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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). (Mind, I'm not actually sure if this would preserve the clone army trait. 10. Depends on who you're fighting. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. This mod is a global compatibility patch for Stellaris 3. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. Extra tips: + bigger gun -> bigger dmg. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Living Metal and Zro are kinda weird resources because they have very few uses. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. The Stellaris 3. . ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. They can kill most enemies if they uncloak right on top of the enemy. As a rare tech, Basic Cloaking Fields has a small chance of appearing. And if they have, armor is better than hull against kinetic batteries. It looks like tier 5 armour is better than crystal, maybe even tier 4. 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. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 6 “Orion” update includes many changes to combat. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. Shields are generally better for long campaigns while armor is better for that big battle. But competitive Stellaris, is complete toss. Shield hardeners are a new defensive technology in the upcoming 3. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". I think the drake was +10 happiness to all planets. 0 unless otherwise noted. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. It doesn't increase the firepower of the starbase itself at all, but it increases the defenses more than other combat modules (and, with the AP, provides the only way to reliably protect starbases from armor. Go to Stellaris r/Stellaris. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. So raw HP gives you better or same than the others, and always works. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 6 “Orion” update includes many changes to combat. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Now countered by armour, or by shield hardening, so best used paired with Plasma. So having two grants you 30% hardening. For Synthetic, your admirals would gain the Synth trait instead. 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). It looks like tier 5 armour is better than crystal, maybe even tier 4. 5. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. I really don’t remember. All three can beat pretty much anything the singleplayer game will throw at you, although I'd recommend (2) for fighting 25x or stronger crises. and a fair amount of sheild and armour hardening. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. Though these ship parts are too expensive to equip your entire navy with. But if some torpedoes do get by, I. Living Metal and Zro are kinda weird resources because they have very few uses. 50, vs Gamma lasers at 6. It makes no immersive sense. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Ancient Pulse Armor (and other ancient armaments) are impractical. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. 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). 1x shield capacitor. We’ll just have to seen Thursday An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. 5. 6 update. 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%. 0 unless otherwise noted. 25) gets tanked instead (meaning shields take 6. As for the aux slots Always use the accuracy bonus. Tactics Forever, before the dev put it on Steam and then gave up on it. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. About this site. You need DLC to use this item. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Archeotech Makes Juggernauts Waaaaaaay More Tanky. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. 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. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. 6 “Orion” update includes many changes to combat. 6 is now available on PC. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. the AI doesn't come back with 100% armor and armor hardening to counter it, along with long range tach lances (no shields on that star anyway) and proton torpedos to counter the long range and defensive type, it just sents the 10th ♥♥♥♥. Some weapons do bonus damage against shields. Large. No. Does this mean I don't need any armor at all?Shields won't regenerate at all unless a charger is present (in vanilla game that is). I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. PvP is where the fleet composition you use matters a lot more I think. Ignored by far more weapon types. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Here are the complete notes for Stellaris 3. 67. 1. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. Stellaris/commonfederation_perks. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. Although, in 1. Disruptors do 4. My enemy has mountains of torpedoes (no neutron launchers). When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. Meaning you can get 100% hardening on a large ship, pretty easily. 3. Both are late game anyway so doesn't matter. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. Community Hub. That’s how badly hardening gimps penetration weapons. ago. E. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. Also, shield/armor hardening could make a disruptor-based. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Stellaris. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. Observe the full damage going through shield. Generally I do full armour except on one slot, which is shield. Apr 4, 2019 683 24. TLDR; Armor is better than shields the vast majority of the time. Not on corvettes though. Add a Comment. Other than Armor Hardening, it's just the edict to speed up megastructure construction. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. Guaranteed Ascension Tech 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. But that is only even taking into account the enemy damage types. And it gets better: With Archaeo-Engineers AP, all archaeotech weapons does +33% more damage, promoting the Ancient Cavitation Collapser to Gamma Ray Laser levels of. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. An example would be the 100% shield bypass ability of missiles, physical torps, and. ago. 0 - Orion #####. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. Stellaris: Suggestions. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. Stellaris has always had an interest dynamic between the Tall vs Wide approach. This would make it very useful on fleets and starbases based in Pulsar systems as well. . Content is available under Attribution-ShareAlike 3. I do however have now tier 6 dragon scale armour, contingency armour hardening, fallen empires drivers and power supplies, enigmatic fortress tracking devices and even prythorn’s scourge fighters and missiles. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Go to Stellaris r/Stellaris. Stellaris. Living metal can be used in a ship component that provides a lot of armor hardening, or in a certain powerful edict, Nanites can be changed into rare resources with a building or used for a research buff, think there was also a ship component but I never used that one.