shield hardening stellaris. Also, shield/armor hardening could make a disruptor-based. shield hardening stellaris

 
 Also, shield/armor hardening could make a disruptor-basedshield hardening stellaris  2 thirds armour 1 third shield

All Shield components draw double power but provide nearly double shields, and all ships have 15% baseline shield hardening. #2. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. (If coupled with psionic shields or psionic barriers, it allows you to cloak with full shields). Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. 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. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. Field Manipulation - Tier 5. Stellaris: Shield Hardeners - You must use them. 6 beta for Extra Ship Components:. Their ships are primarily shield based, with no/minimal armour and hull. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Yes, I'll attack the frigates yada yada. Basically arc does 25% damage as shields are enough. Even with just one from each meaning, that 25% of the disruptor damage taken by the shield, then armor. Destroyers are around 2k health and 50% evasion. For instance, I can join federations. Armor does not reduce damage to shields. 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. Can't terraform Mars then. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. +10% evasion (and 20% sublight speed). Its not oppression. Also I didnt know about the archeo shields and such so I felt like 100% shield/armor hardening would be too good. Larger ships have more. Autocannons are extremely short range. Originally posted by NixBoxDone:Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. Armor hardening is better and easier to get than shield hardening. because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. +25% Shield Regen +3% Shield Hardening; Missiles. If the target has shield hardening, they still work together to beat the shields first. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. • 20 days ago. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. 7k a piece. R5: My admirals come with the Clone Ascendant, Psychic, and Brain Slug Host traits; giving me 40% fire rate, -30% ship upkeep, 20% evasion, and 10% ship damage. 50% shield hardening lets you live +100% longer (!!!!!). That's good, but not great for an ascension path. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. #15. 6 is now available on PC. 418K subscribers in the Stellaris community. Instead of trying to undermine battleships in Stellaris, which seems to be the case as they are being nerfed in multiple ways - there now isn't even a good anti-armor artillery weapon anymore (sure, neutron launchers were outrageous,. Also I think the best combination is to use armor + hull utility slots, and not using any shields. 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. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. Active Wikis. 30% armor hardening on top cuts it by another third. PSA: Menacing ships do cost minor artifacts if you slap archeo-tech on them. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Also, shield hardening is easier to come by than armor hardening, which is relevant against the disruptor meta. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. Do not leave feedback in this thread. . I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. Stellaris: Armor Hardeners are very effective. That’s 17. In the default galaxy map mode, subjects have the same color as their overlord. 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. Increased the base damage of Flak PD. 6, but I feel like one thing would make it a lot better: meaningful power management decisions. No. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Shield/ armour hardening So I know hull is the go-to, but currently with repeatables my shields and armour are up to about 1. Steps to reproduce the issue. and there is no way to bring them back. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. 75 to armor and 6. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Stellaris ship design is certainly more interesting than it was pre-3. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Shield strength, against full shield penetrators, is given by. 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. Refire rate and general stats have been adjusted. I recently fought the Unbidden, which I hadn't done in a long time. 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). Unbidden anchors provide 50% hardening to all units in the system. 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. Menacing, which does not require additional resources, has always had good strength, but this update gives it power. The Stellaris 3. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. 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 Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. . , missiles vs shields. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. 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. Are extremely powerful vs AI. I don't see why the ring can't also generate a shield while hardening the shields in the system. 6. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. 25 shield hardening and . More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Stellaris is a fairly complex game with a lot of variables at play. My ships slots are half armor, 25% crystal, 25% shields. There are few weapons in the galaxy that can penetrate the hulls. Solovyev-Pavel update ESC Unbidden spawn logic. In fact, except for the Crisis Empire, no one can afford to use expensive hardening for every ship in the fleet unless you don't care about the total number. As probably most of you know. Don't forget to turn. It's a bit slower than shield reg, but your fleet starts each battle at full health. Shield and Armor Hardeners: good only for Arcs and Torpedos, but nothing else? Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. The Shield Hardening Barrier set-bonus ability fires off an electrical blast that damages and knocks back foes. As for the shields and armor (Suspension Field and Pulse Armor), they have hardening characteristics. Hello, i wonder what "+% armor penetration" realy does. Let's div. Just what it say on the tin. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ago. Just had a random thought here. E. #2. Europa Universalis IV: Tech Support. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. The AI empires just can't keep up late game, so the only real challenge after year 200 is the end game crisis. ago. 6 “Orion” update includes many changes to combat. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. 13. 25 to shield. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. Sentient livestock is still just livestock. Go to Stellaris r/Stellaris. 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. Stellaris: Psionic Shields & Cloaking Combat Testing. According to the official Stellaris 3. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Strong and robust do affect the crystal, gas, more production though. PitiRR. Three grants 45%Stellaris Real-time strategy Strategy video game Gaming. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. No, those are permanently locked. Their faces are melting so lovely and the screams music to my ears. Stellaris Wiki Active Wikis. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. 6x Crystal plating - 1650 HP. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Stellaris. You can also build farms on tiles without food bonus if necessary. Be prepared to make your moves once the Khanate fails…. Just had a random thought here. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. 85 -1 = 1. I've found in. Yes they stack. Added new. So yes they do deal double damage to corvettes. This means it now has 90-50=40% as the penetration just subtracts armor percentage. 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. check for hard to come by materials in your ships builds as the top teir shield and armor hardening uses living metal or zro what not all games will allow you the chance to posses also the raretech autocannons from taking down the collecter bot uses nanites again also hard to come by mats and if you like a lot of. Make Exotic Gas Extraction and Rare Crystal Mining valid requirements for rolling Shield Hardening and Armor Hardening techs, respectively. oppressive ways of gathering food. If I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardening2% armour/day, or 122-123 out of 6444, and 1% without Titan. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 100% is ideal value - as it would protect you from penalties from hull damage. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Q1. more of the planet states, and info on the ships. • 2 yr. But the opposite will be better in all other situations, and there are more of those than pulsars. 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. Zro is also used for Psionic Shields - effectively T7 shielding. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Stellaris Wiki Active Wikis. Increased the base damage of Flak PD. This is a discussion thread, where you can discuss amongst yourselves the changes in the 3. 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 an shield hardening definitely help ship survival vs missiles and disruptors. ago. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. There are no weapons which penetrate armor but not shields (save the PD turrets but those don’t count. Best. Add a Comment. That'll teach 'em. 25 to shield. Losing 100 Ar or 125 Sh to get 65 Hull. Generally you should mount a higher ratio of armour anyway. 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. From wiki. except corvettes since they only have 3 slots, they use 2 armor 1 shield. And that's pretty much only cruisers and battleships in carrier duty. So after playing around for a while with different setups I found that shields + Shield capacitor is stronger in most situations than either armor or armor + shield builds. PvP is where the fleet composition you use matters a lot more I think. Keep in mind that their portals and anchors grant 50% shield hardening, so it’s slightly tougher to chew through their fleets on their home turf. I've started throwing a single archaeo shield onto my ships for the extra shield hardening, which seems to be helping a fair bit as the ai starts flying disruptor/arc/carrier fleets. Are they there but hidden?Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. The advantage to shields is that they recharge on their own, but no longer in combat. Each strike craft module can support a number of individual strike craft (it's usually 8 per module). I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. Refire rate and general stats have been adjusted. This mod adds base hardening to shields and armor, increasing with their tier. 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. I was able to see that they now have 50% shield hardening (which makes sense to me. Ograe • 5 yr. 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. 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. Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Besides, shield/ hull regen don't seem to be much use on a corvette- if it's being targeted odds of it surviving a day are probably slim. 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. 6 Badges. If you mean by penetration resistance, then yes. The wiki doesn't say anything about them having point defense. " Stellaris Mods Used: Extra Ship Components 3. 103 votes, 17 comments. The shield regeneration is per shield slot. Made this for my own use, so don't expect any big features or updates. . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Legacy Wikis. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. 25k health and 12% evasion. There are also more. Reply reply more reply. 7 Jobs List (WIP) Original code by bipedalshark Parser code :. All neutral or friendlies share gateways access. There are many ways to bypass the shield, and armor can also get hardening (as there are also ways to bypass armor), and you should focus on only one hardening to make it actually viable. 6 “Orion” update includes many changes to combat. Its reduction in alloy cost doesnt make up for the difference anymore, and its important to remember you still. Description. PSA: Menacing ships do cost minor artifacts if you slap archeo-tech on them. There's no difference in Shield penetration and ignore shields. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. Not on corvettes though. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Stellaris. Gigacannon needs to do 12600 to. ago. . 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. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. 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. 67. Then again. 0 “Orion”. That will allow you to go on a militarised economy to boost the alloys. I just researched armor hardening (Reactive Armor), and I'm wondering if someone can point me in the right direction regarding what weapons this helps counter. It may not be the strongest of origins, but when you play to its strengths it can cover all of your resources with just merchants and scrap miners. Can confirm - fastest with few pauses can get you through the first 150 years or so on one sitting. There. Most of my games last about two days. hardening * total. 5 days. Stellaris > General Discussions > Topic Details. If you're using Clone Army, you want that empire to be war-heavy, more than likely. The Stellaris 3. #7. Tactics Forever, before the dev put it on Steam and then gave up on it. Strictly speaking, I haven't found a lot of use for. E. . Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. For individual ship designs, I set a theme for each one. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. M: +315 shield HP (505 with AP), 4. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. armor vs shield hardening. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). Negative shield negation adds to your shield value after all other calculations. 8 Fleets. But the opposite will be better in all other situations, and there are more of those than pulsars. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the. Here are the complete notes for Stellaris 3. So yes they do deal double damage to corvettes. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. Xaphnir. worker output doesn't apply to specialist roles like researcher. Modding it back in is easy enough, but i guess PDX were concerned about how fast shields recharge once it's enabled. Stellaris Wiki. Cruiser won. Had no reason to. 189 commits. 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. They do stack, yes. This page was last edited on 23 March 2022, at 17:16. Battleships are around 11. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . invol713 • 5 yr. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. There's not really that much you need in terms of utility components. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. 1;. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. Legacy Wikis. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. In this video I test out the new Armor Hardeners which is part of the new 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. So the base power and damage output of AC1 is 30% higher than Coilgun2. 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. 10 - Advanced archaeotech armor and shields now gain extra shield regen speed in addition to extra shields when archaeotech Ascension Perk is taken. events. Contingency have massive range XL weapons that will OHKO anything they hit, and Unbidden gets shield hardening, and more importantly, silly shield regen as 2nd and 3rd crisis (I ran the math, their battleship regen. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. My apologies for misleading everyone to believe this was vanilla. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. Ancient Pulse Armor (and other ancient armaments) are impractical. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up. g, 100% penetration vs 75% hardening means 25% of the damage goes through. View this video if you w. Hull is 3300. If playing as organics you will probably want a trade league as early as possible to cover CG and Unity. Cato Mar 7, 2018 @ 5:55pm. In this video I take an in-depth look and test out the new Psionic Cloaking in combination with Psionic. . Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. If your FAEs/disruptors/etc. It gets deleted when the colossus is used. Observe the full damage going through shield. R5: Found a choke point on a pulsar that gives 100% shield nullification. The Stellaris 3. Stellaris Wiki. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. #23,663. I ragequited after the battle, and than reloaded the save. So in average the same amount of shield or armor will least half as much time as the hull. Hardening stacking question. 6 update. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Adds the Shrouded Star, which gives . Stellaris. Can you recommend any settings for this? I was thinking tiny map size, is this too small for 6 players? Is it worth having AI?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. Does that mean the Federations DLC is included? Or did the base game get some "federations lite" features, but. In this video I explore the effectiveness of the new shield. == General ==. As for the reactive armor, yes the hardening modifiers stack. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. 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. Torpedoes got full shield penetration until ships get shield hardening. Those Khans are notoriously sickly. The Stellaris 3. r/Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Adds a new unique system containing a Shrouded. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. It means it ignores shield and does damage. Stellaris does neither of these which results in the same old tired meta that can only lurch from 1 extreme to the next without hope of creating varied playstyles. Stellaris. 0 unless otherwise noted. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Community Hub. More information can be found in Stellaris Dev Diary #293. I like shattered ring. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. It is also used for the Nanite Repair System Auxiliary slot - which is over twice as good. 4. The wiki doesn't say anything about them having point defense. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Stellaris Wiki Active Wikis. When I mouse over the zero shields, it has a +100% shield nullification debuff. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 6 beta version at all. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. It averages at 850. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. "Attacking. I wonder how good would it be against missile swarm cruiser spam. • 1 yr. It averages at 850. Its DPS is 4. 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. common. Now, "performance vs fleet capacity used", that may be a different story. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). I was able to see that they now have 50% shield hardening (which makes sense to me. #4. Stellaris Dev Diary #312 - 3. 6 beta for Extra Ship Components: NEXT mod. You’ll see your numbers go up in the ship designer, 1. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 9 that merges the various incompatible game rules and scripted triggers added by mods. So the Whirlwind Missiles and Strike Craft both pierce shields. malakhglitch Rogue Servitor. Now say, 30% shield hardening cuts Disruptor damage by a third. 2. 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. 5 days. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. Yes it's worth it. This, plus the other randomly rolled admiral traits make them absolutely bonkers. ago. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). Interact with diverse alien races, discover strange.